SAW Game (KA-CHINK)

For completed/abandoned Mish Mash Games.
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SAW Game (KA-CHINK)

Post Post #0 (isolation #0) » Mon Nov 10, 2008 12:08 pm

Post by skitzer »

1.
animorpherv1

2.
Blackberry

7.
kloud1516

8.
ribwich

10.
ShadowGirl

11.
ZazieR


7th Place:
farside22

8th Place:
seb456zig

9th Place:
Cybele

10th Place:
charter

11th Place:
chenhsi

12th Place:
maylani
Last edited by skitzer on Wed Jan 14, 2009 12:30 pm, edited 25 times in total.
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Post Post #1 (isolation #1) » Fri Nov 14, 2008 1:36 pm

Post by skitzer »

You wake up in a dingy room. I
t
is long and na
r
row, and there is a door at the far end.

Yo
u
r eyes groggy from whatever anesthetic's been injected into you, you slowly walk down the hallway. But you stop when you so
m
ething weird in the wall. It's a small alcove. Inside is a
p
iece of paper, a pen, and an enve
l
ope. There
'
s als
o
a hol
e
that rem
i
nds you of the old bal
l
ot boxes. You open the envelope and find a letter:


Code: Select all

Hello. You are beginning this game for your life. Eleven others are doing the same as you. Strangely enough, you are all related in some shape or form, and there may be certain dislikes between you. Ranging from hate to love, your common knowing of each other is what will get you through this first trap. There is a paper with 11 lines in this niche. You must write down on this paper the names of the eleven people who you believe are playing this game with you, then put it into the slot. Once you have done this, you may continue towards the door.


Please PM me the names of the eleven other people you believe are playing this game. You have 36 hours.
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Post Post #2 (isolation #2) » Wed Nov 19, 2008 11:14 am

Post by skitzer »

You walk farther down the corridor-like all they way down to the door, where you see something odd on the wall next to it. There is a line of twenty gears, and each is marked with a name:


Code: Select all

animorpherv1
A_Squirrel
Blackberry
BlakAdder
charter
chenhsi
Cybele
farside22
Hybris
Jdodge
kloud1516
LlamaFluff
Max
mykonian
pacman281292
ribwich
SensFan
ShadowLurker
stark
Wizardcat


You see that each gear has a pin that is holding it in place. You read the instructions, which have been painted below the gears in red paint:

WELCOME TO THE SECOND PART OF THIS TRAP. ON THE WALL BEFORE YOU ARE TWENTY GEARS, AND EACH HAS A NAME ON IT. SOME OF THESE NAMES ARE THOSE OF PEOPLE WHO ARE FACING THIS VERY SAME TRAP. BUT SOME ARE NOT. YOU MUST PULL THE PINS OF AS MANY PEOPLE WHO YOU BELIEVE ARE NOT PLAYING THE GAME. THE MORE CORRECT PINS YOU PULL, THE FASTER THE GEARS WILL TURN AND THE DOOR WILL OPEN QUICKER. CAN YOU THINK FAST?


After standing and concentrating for a few moments, you reach to grab the first pin...



I made a mistake!

The object is to pull as many pins of players who you believe are not in the game. Not all players of the game may be in the twenty names. The player who has the lowest percentage of correct pin pulls is eliminated. If there is a tie, the player who pulled the least number of pins will be eliminated. If there is still a tie, a random player from the tied will be chosen.

Confused? Here is an example:

Amanda pulls the pins of Jeff, Lawrence and Sheniqua.
Billy pulls the pin of Jeff.

Jeff and Lawrence are not in the game. Sheniqua is not. Therefore, Amanda loses with 66% correct to Billy's 100% correct.

However, if all of Jeff, Lawrence and Sheniqua are not playing the game, Billy loses, because he only pulled one pin to Amanda's 3.

You may only pull pins from the list.

Please PM me your pin pulls (again). You have 72 more hours.
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Post Post #3 (isolation #3) » Sat Nov 22, 2008 8:49 pm

Post by skitzer »

The pins of
ShadowLurker
,
Max
, and
JDodge
clatter to the floor of
charter's
room. The gears turn, and
charter
goes through the door.

farside22
also pulled three pins: those of
Hybris
,
Wizardcat
, and
LlamaFluff
. The gears kept locking up. farside22 bent closer to inspect...

Meanwhile,
animorpherv1
and
Blackberry
found themselves in the same room as
charter
. They had each brought with them the solitary pins they pulled,
Wizardcat
and
Hybris
respectively.

A frantic
SensFan
looks worried as all twenty pins lay scattered on the floor, and the gears slowly turn, screeching under all the strain...

charter
,
animorpherv1
, and
Blackberry
all look surprised to see
ZazieR
walk through the door. "And I wasn't even on the list," he mumbles.

...finally,
farside22
notices a piece of popcorn in between the teeth of the gear. "What the heck?" farside says, and slowly eases the popcorn out. The door opens in a jiffy, and screamed.

Cybele
and
chenhsi
were on the floor, but both wide awake, and screaming almost as loud as
farside22
. The others who had already arrived in the new gave awkward looks to the trio. "W-we stumbled into e-each other," said a heavily frightened but safe
Cybele
.

ShadowGirl
and
kloud1516
walked in on this situation, but were pleased to see the other eight who had been already rescued.
farside22
helped
chenhsi
to his feet.

SensFan
began to panic. He saw the panel in the wall open, and a huge syringe was beginning to protude from it. "Oh unh-unh!" he said, and hurried to squeeze through the door.

"Help him!" said
ZazieR
, as they saw his arm reaching through the opening door, trying to grasp anything. Everyone pulled, and with an unsettling pop,
SensFan
was safely inside the other room.

"That's ten of us," said
Blackberry
, and just as he finished his sentence, an unnoticed TV turned on. As the safe ones watched, they noticed
maylani
, closely pondering the gear settings, and not noticing the syringe headed straight for her neck. Just as she pulled her two pins, the syringe entered her throat, and blood began to flow down a tube connected to the syringe.
maylani
was dead. "But what about-"
SensFan
began to say, and that's when he noticed
ribwich
walking in the door.


Eleven of you have been saved. Trap 2 will begin shortly. You may now communicate in the thread.
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Post Post #23 (isolation #4) » Mon Nov 24, 2008 11:15 am

Post by skitzer »

Not answering questions. There is no mod in the real life version. Just kidding, there is no real life version...


The eleven remaining victims search the new room quickly, and find that it is hiding nothing. They advance through a door on the other side, and find that the new room has much more to offer.

The first thing they see is a small table in the center of the room with a shiny key, presumably made of gold or some look-alike metal. The key looks like it could unlock the old-fashioned door on the opposite side of the room, which has miniscule writing all over it.

The final thing they see is a vertical tube in the corner of the room, slowly filling with a red liquid. On top of it they can see dull gray keys similar to the one on the table floating on a metallic disc that rises with the fluid.

The victims begin to spread out and investigate the various objects...


Please decide what you are going to do. You may decide from these three options:

- Investigate the shiny key on the table.
- Examine the door.
- Check out the tube of red liquid.

Please PM me your choice. You have 48 hours.
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Post Post #34 (isolation #5) » Mon Nov 24, 2008 11:32 am

Post by skitzer »

Maybe I stated myself incorrectly. The tube extends from floor to ceiling. Seeing it has been confused with a vial.....
Last edited by skitzer on Mon Nov 24, 2008 12:29 pm, edited 1 time in total.
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Post Post #57 (isolation #6) » Sat Nov 29, 2008 5:06 am

Post by skitzer »

Sorry will get to this and the rest of MS ASAP. Having a super long Thanksgiving weekend.
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Post Post #60 (isolation #7) » Mon Dec 01, 2008 11:18 am

Post by skitzer »

SensFan idles in doorway as the others go off to explore...

farside22, chenhsi, ribwich, and ZazieR all investigate the metal key. Under the key is a note. farside22 picks it up and begins to read:


Code: Select all

Welcome to the second part of this game. The key on this table fits into the keyhole in the door across from you, however, the door will only allow the user of the key to enter it. So therefore, only one of you can have the key. Who will it be? That is for you to decide...


chenhsi picks up the key, and then a large scuffle begins...


This part of the trap applies only to farside22, chenhsi, ribwich, and ZazieR.

The four of you will fight for the key. You may post the following actions in the thread as much as you wish:

Take the key from XXXXX
- This will allow you to take the key from that player, unless they do not have the key or are being defended by someone (see third action).
Throw the key to XXXXX
- This will allow you to throw the key to another player in this part of the game if you have it.
Defend XXXXX from XXXXX
- This will cause the second player chosen to not be able to take the key from the first player chosen. This lasts the entirety of the game.

You have 48 hours. The person who has the key at the end of 48 hours gets it.
Last edited by skitzer on Mon Dec 01, 2008 11:31 am, edited 1 time in total.
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Post Post #62 (isolation #8) » Mon Dec 01, 2008 11:30 am

Post by skitzer »

kloud1516, charter, ShadowGirl, and Cybele investigate the tube. There is a note taped onto the tube. kloud1516 takes it and begins to read:


Code: Select all

Welcome to the second part of the game. The tube in front of you is filling with the blood of maylani. On top of the blood are ten keys. The keys will fit into the keyhole of the door, however, only one person may go through it with each key. The panel of buttons next to you has all the digits from 0 to 9. You must input a number equal to the number of people maylani correctly guessed to be in the game. If you correctly guess the number, all 10 keys will be released to you. If you are one off, only 9 keys will be released. If it is more than one number off, a mere 8 keys will be given to you. How well do you know your dearly departed?


The group gathered around the tube begins to deliberate...


This part of the trap involves only kloud1516, Cybele, ShadowGirl, and charter.

One of you must post in the thread "
I input XX!
" to guess what number of players maylani correctly guessed. If it is a one digit number, please put a 0 before it (e.g. 04). You have 48 hours to make a guess.
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Post Post #63 (isolation #9) » Mon Dec 01, 2008 11:34 am

Post by skitzer »

animorpherv1 and Blackberry investigate the large door. They find all sorts of scribblings on it.


Code: Select all

scribble
scribble
scribble

scribble
scribble
scribble

scribble
scribble
scribble


The pair makes faces as they read the interesting scribbles.


This part of the trap applies only to animorpherv1 and Blackberry.

You will be receiving what you found on the door via PM. You may keep this information to yourself or may share it with others.
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Post Post #67 (isolation #10) » Mon Dec 01, 2008 11:43 am

Post by skitzer »

Yeah that won't work...one cannot defend themselves...nice try though.
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Post Post #81 (isolation #11) » Mon Dec 01, 2008 12:32 pm

Post by skitzer »

Yes. Only one defend.
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Post Post #112 (isolation #12) » Tue Dec 02, 2008 10:47 am

Post by skitzer »

The tube investigator's results will not be determined until the 48 hours is up.

And I won't
divulge
any information about Moaning Noise.
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Post Post #115 (isolation #13) » Tue Dec 02, 2008 10:51 am

Post by skitzer »

Don't look so far ahead, kloud. I thought the rules said you were guaranteed at least eight.
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Post Post #118 (isolation #14) » Tue Dec 02, 2008 11:06 am

Post by skitzer »

Don't look so far ahead, farside22.
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Post Post #148 (isolation #15) » Wed Dec 03, 2008 11:05 am

Post by skitzer »

Cybele pushes 0 and then 1. The tube rotates, and right where the blood has stopped flowing, a hole appears. Cybele quickly snatches a bag of
9
keys...

After much scuffling and some moaning noises, ribwich emerges from the brandish and tosses the key to chenhsi. The metal key is hot in chenhsi's hand...

Cybele finds a note on the bag. She reads it out loud:


Code: Select all

Congratulations. You have nine keys. Whoever holds this bag of keys, it is now their decision to give each key to a player. Give the envelope in the bottom of the bag to whoever does not receive a key.


Cybele dumps out the bag of multicolored rubber keys out onto the table, and the other victims gather around, eager to receive one...


This part of the trap is up to Cybele.

Cybele, you must give out eight of the keys (be sure to keep one for yourself) to the other players. chenhsi may not receive a key, as she already has one. Give the envelope to the player that does not receive a key.

The contents of the bag are as follows:

1 Red Key

1 Orange Key

1 Yellow Key

1 Green Key

1 Blue Key

1 Indigo Key

1 Violet Key

1 Black Key
1 White Key

1 Envelope

Cybele, please PM me your choices.
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Post Post #162 (isolation #16) » Wed Dec 03, 2008 12:33 pm

Post by skitzer »

No.
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Post Post #163 (isolation #17) » Wed Dec 03, 2008 12:34 pm

Post by skitzer »

No.
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Post Post #174 (isolation #18) » Thu Dec 04, 2008 11:43 am

Post by skitzer »

Cybele, I'm assuming you meant 'charter' in place of 'SensFan', due to what the thread is saying...

Cybele tosses the
Orange Key
to animorpherv1, the
Green Key
to Blackberry, the
Violet Key
to ShadowGirl, the
White Key
to ZazieR, the
Yellow Key
to ribwich, the
Blue Key
to farside22, and the
Black Key
to kloud1516.

charter and SensFan look nervous as Cybele tucks the
Indigo Key
in her pocket. She ultimately tosses the
Red Key
to SensFan, as charter receives the
envelope
. He opens it and looks through its contents...

Meanwhile, the other victims begin to file towards the door, all eager to get out...


charter, you will be receiving the contents of the envelope shortly via PM.

Others, you may now use your keys on the door by posting
I use the [color] key on the door.
chenhsi, you can say shiny, metal, or any other reference. However, if both parties agree, you may switch your key with someone else if you wish. You have until Monday to make your decision.
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Post Post #226 (isolation #19) » Wed Dec 10, 2008 10:51 am

Post by skitzer »

The door makes a few more beeping noises, and everyone makes it through...except for charter, who remains hopeless but with a smug smile on his face as the door closes.

The next room is actually a long hallway. On the side there is a table with a cell phone for each player on it. Everyone grabs one..."

What do these cell phones mean? What is charter's fate? Will we ever see supposedly dead maylani again?

Find out...tomoorrr.w. I'm super busy today.
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Post Post #230 (isolation #20) » Thu Dec 11, 2008 11:06 am

Post by skitzer »

The lights go out.


A loud voice booms from an unknown source. "YO, GIVE ME YO DIGITS!"

"Is that Killah Nine?" someone asks.

"NO! GIVE ME YO DIGITS!"

Everyone's cell phone lights up.
In the light generated by the phone, you see you've received a text message identical to the booming voice.


now you hear a female voice, repeating a series of numbers.

7-18-5-7-15-18-9-1-14. Tile Up.
7-18-5-7-15-18-9-1-14. Tile Up.
7-18-5-7-15-18-9-1-14. Tile Left.
7-18-5-7-15-18-9-1-14. Tile Left.
7-18-5-7-15-18-9-1-14. Face Down.



You have 48 hours to send me a seven digit number in the following format: ###-####
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Post Post #272 (isolation #21) » Mon Dec 15, 2008 11:16 am

Post by skitzer »

The lights return. You find two bloody masses that used to be Cybele and seb456zig. It appears that their heads have exploded.

The lights go out again, but this time an image is projected onto the far wall, where the next door is. An orange-haired cartoon girl says something:

"EVERYBODY STOP SAYING-"

And then it ends. Many of you knew what that final word should have been, but you are left to mystery as the lights return, and you walk around the bloody masses through the next door.

What happened? Is Proposition 8 in effect in this game? What's with the phones?

Find out...S0ON
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Post Post #274 (isolation #22) » Wed Dec 17, 2008 11:27 am

Post by skitzer »

You move on to the next room. Inside, you find a strange variety of things.

There is a pillar in the center of the room. Tied to it is a chair, and tied to the chair is the body of chenhsi, with intense burn marks on the fingers. He is holding a cell phone similar to the ones you just received.

Behind the pillar are what appear to be doorways, covered by a wall of smooth stone. Etched into each one is a name of a living victim, except for the last one. The last one is instead covered by a glass panel, and in the doorway is the pale corpse of maylani. She is holding a cell phone, but it has wires leading from it to a large box behind the corpse.

Above the doorways are three lines of letters:

____ A FO METSYS
EUNICE KARANJA A A A
ROY G. BIV

The remaining victims looked at the puzzle, and then began to find a way out...


You will post any action you wish in the thread to move on to the next room. You may interact with anything in this room and the one before (where Cybele and seb456zig are). You have 168 hours, or 1 week to escape.
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Post Post #280 (isolation #23) » Mon Dec 22, 2008 10:19 am

Post by skitzer »

At this rate, no one is going to escape by Wednesday...
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Post Post #286 (isolation #24) » Tue Dec 23, 2008 9:12 am

Post by skitzer »

Deadline extended until Monday or until someone figures a way out of this.

Additional Clues:

1. Your cell phones, strangely enough, have limited internet access. They can only search things on Google.

2. I wouldn't make you give me a whole bunch of random numbers for nothing...or would I?
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Post Post #301 (isolation #25) » Mon Dec 29, 2008 11:27 am

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1. You are never going to escape alone.

2. This makes it complete: U U T A E O R U B R I L D O L A T E O R A

3. Of course there are red herrings. It's just the hair reddings that get ya.
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Post Post #326 (isolation #26) » Sat Jan 03, 2009 5:14 am

Post by skitzer »

The next challenge is soon upon us.

But, seeing how you all survived the last one, I'm going to have to make the remaining four much more grislier. Here's some clues to the last four:

Trap 4- Push...swish...CHOP!

Trap 5 - mmmm mm!

Trap 6 - Get your pencils ready...

Trap 7 -
Frankenstein's Challenge
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Post Post #331 (isolation #27) » Mon Jan 12, 2009 11:17 am

Post by skitzer »

Actually, I had the flavor for this up, but that weird site thingy wiped it away.

Anyway, on with the story.

You proceed onto the next room. Before your eyes can adjust to the darkness, you hear a faint sound: "slice.....sllice....sslice..."

Suddenly, lights flash on, and they are swinging from one side of the room to the other, in a disorienting manner. You soon realize that they are flashlights, duct taped to what appears to be ridiculously sharp blades. They are swinging across a pit so deep you cannot see it's bottom. You can hear a clanking sound that echoes every once in a while in perfect rhythm with the slicing blades.

You see a cart. It looks like it can only hold one person, and it is attached to a track heading across the pit. On the other side is a door.

"slicce...clank! slice...clank! ssllice..."


The instructions for this trap are quite simple. The door on the other side of the room will lead to your next trap, and the only way across is the cart. However, the cart is so narrow and shallow that it is almost impossible to dodge the swinging blades, so you'll need to base it almost purely on luck.

However, every time mine cart goes across the pit, it hits a switch that cuts the speed of the blades in half.

Here is how the blades swing:
The first person to attempt to cross has a 50% chance of making it (1d2)
The second person to attempt to cross has a 75% chance of making it (1d4)
The third person to attempt to cross has a 87.5% chance of making it (1d8)
etc., etc...

However, at least one person must die.

You can either choose to voluntarily go into the cart, or be forced into the cart by two other people.

Your time limit on this is unknown.
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Post Post #336 (isolation #28) » Mon Jan 12, 2009 11:28 am

Post by skitzer »

I do.

Farside22 bravely steps onto the cart.


Original Roll String: 1d2
1 2-Sided Dice: (2) = 2
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Post Post #338 (isolation #29) » Mon Jan 12, 2009 11:30 am

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even with her best dodging attempts, farside22 is chopped cleanly in half as a blade whizzes into her. She is knocked off the cart, and soon later you hear an impale-y sound. It also seems the clanks have grown louder and faster.

animorpherv1, shaking just a bit, steps on when the cart returns. It's a bit slippery due to the blood.


Original Roll String: 1d4
1 4-Sided Dice: (4) = 4
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Post Post #340 (isolation #30) » Mon Jan 12, 2009 11:32 am

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animorpherv1 makes it cleanly to the other side. He quickly advances through the next door. Soon after, you hear a loud "HEY" and some crashes.

Now you really want to know what happened.
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Post Post #348 (isolation #31) » Mon Jan 12, 2009 11:47 am

Post by skitzer »

ribwich is forced into the cart. There now appears to be glimmers of light in the pit when the flashlights shine in certain places.


Original Roll String: 1d8
1 8-Sided Dice: (7) = 7
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Post Post #351 (isolation #32) » Mon Jan 12, 2009 11:49 am

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ribwich tumbles onto the other side. The cart soon returns with a disgruntled ZazieR.

Or did it?


Original Roll String: 1d16
1 16-Sided Dice: (6) = 6
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Post Post #353 (isolation #33) » Mon Jan 12, 2009 11:50 am

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Yes, it did. But ZazieR is disgruntled.
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Post Post #370 (isolation #34) » Mon Jan 12, 2009 12:15 pm

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I'm to lazy to tag and stuff right now, so You're all going at the same time!

ShadowGirl:

Original Roll String: 1d32
1 32-Sided Dice: (28) = 28


BlackBerry:
Original Roll String: 1d64
1 64-Sided Dice: (58) = 58


kloud1516: I can't roll a 128 sider...
Original Roll String: 2d64
2 64-Sided Dice: (16, 50) = 66
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Post Post #371 (isolation #35) » Mon Jan 12, 2009 12:17 pm

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All are successfully across.

Why is animorpherv1 mumbling?

Will this next round be the death for one of our fine candidates?

And will Frankenstein's challenge consume them all?
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Post Post #394 (isolation #36) » Tue Jan 13, 2009 11:38 am

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"animorpherv1, please don't use punctuation. You can't mumble punctuation. Nor can you mumble quotes.

This is your last warning."

These are the last words animorpherv1 hears before the other victims come in, and are confused by what they see.

The room is quite small. In the center of the room is a pillar, and near the top animorpherv1, blind and gagged, is tied to it. He's mumbling something frantically, and you struggle to make sense of it.

Behind the pillar is a door. Near the door is a keypad with all the letters of the alphabet on it.

Suddenly you hear a loud "KA-CHINK". A long nail has popped out at the bottom of the pillar. Another one pops up right above it. If they continue, the nails are going to pierce right into animorpherv1.

Can you save animorpherv1?


Free action. Time limit unknown.


KA-CHINK.
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Post Post #397 (isolation #37) » Mon Jan 19, 2009 11:15 am

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Oops, I added stuff to SG's post but I never made a bump post.

So here ya go.
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Post Post #399 (isolation #38) » Tue Jan 20, 2009 11:03 am

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You enter maylani.


KA-CHINK! KA-CHINK! KA-CHINK! KA-CHINK! KA-CHINK! KA-CHINK! KA-CHINK!

SLOOOOOOOOOOOOOOOOOOOOP!

The spikes retract into the pillar as animorpherv1's chains loosen, and he falls to the ground. His legs feel a minor shock, but otherwise he's okay. He waves his arms around in his blind state. ShadowGirl removes the gag.
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Post Post #402 (isolation #39) » Wed Jan 21, 2009 11:21 am

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You input the other names, but you hear a weird sound from the pillar, as though the spike shooting mechanism is disabled.
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Post Post #404 (isolation #40) » Wed Jan 21, 2009 11:33 am

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You don't see much. It doesn't appear there's any light to see into it.

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