Hello! Welcome to the 20 Dice Game! This game is about rolls and their results.
Rules
Describe the last person's roll.
Roll a 1d20 dice and describe what you are rolling for. Make sure that what you are describing is not intentionally offensive or obscene. You can name your roll if you want, just don't make it intentionally offensive, just like what you are describing.
Example
P1: I roll to make good music (rolls a 17)
P2: You managed to play very great music, that you filled the room with a chill atmosphere and there are people listening to it and enjoying it.
I roll to make everyone happy! (rolls a 11)
And so on.
Try to make it crazy! You can even add elements to the game if you roll high enough!
You get the gun, but it doesn't work as it needs some bateries. **** it! Maybe the ghost isn't that bad and only needs to rest in peace? I roll for a spell that gives the ghost peace, so it becomes a good guy. GhostSpell = 3
Legend says so, that on his way
His heart grew three sizes that day.
But he carried on, to the ray insensitive.
That's what happens when his heart size is negative.
You happen to be a good mouse cosplay. This worked like a charm! After ghost’s white shroud fell on the floor, we could see that it was really some woman that probably guards this crypt. Or maybe some competitor-adventurer. Since there is maximum luck involved, her equipment fell along with the ghost-costume.
You managed to bring ABC back! She passed the obstacle course. At the end they managed to retrieve a golden casket, but Greg's side got pierced by a ballista turret!
The projectile has been removed safely. Luckily, the wound is superficial and Greg will be okay in no time! Yay! ^^
Now, we're on a huge room with a big door. It's locked and our treasure is waiting for us in the other side.
I roll to open the door with a spell. Alohomora = 10
The door is unlocked, but there appears to be a piece of wood stuck through the door handles, preventing us from opening it. Suddenly, you hear a scream from behind.
Sciller, lying on the floor and shrieking in pain. After a short gasp of air, he manages to utter: "EVERYTHING BURNS!". He continues to scream for about half a minute. After that, He stands up, this time visibly taller, the size of two potatoes stacked on each other.
"Whohohoa. Oh, great, that's what your artifact did. I'm fine now. No need to worry."
We managed to hack the door with these knifes, unfortunately they're completely dull now. Behind wooden ones there are another door, made of stone this time.
We found a name card inside that golden casket that ABC and the griffin won for passing the obstacles. On it I read a name written in a quaint handwriting with some sparkling ink. Greg's new name is Starwing.
I read a description on the door. It was written in some ancient language, but as luck would have it, I studied it in the Citadel. It says that the door can be only open from inside the next room. I look for any CracksInTheWall = 3.
You pull too hard and the wall falls down, revealing that we've been followed by those monsters (that we never defeated). I roll to KillThemAll = 10(Before they kill us!)
The artifact turns into a sword. However, it is not an ordinary sword. As you grab it, it sticks to your hand and pulls you. You manage to do things you never even dreamt of being able to do until then and leave the room filled with the bodies of monsters.
We continue into the newly opened room. It is a grande chamber decorated in a Rococo-ish style, similar to this.
The chamber also seemed to be converted into a church, as there is an altar and a grandiose sculpture altarpiece. An organ above us seems to be playing a holy piece. The holiness and peace fill the air. Light shines through the mosaic windows, painting the already exorbitantly decorated room in colours.
Despite the inherent peacefulness, the longer one stays in the room, they get uneasier and uneasier. Shivers crawl beneath their skins.
We look around. On the left, there is a staircase leading to the organ room and the balcony. To the right there is an apse containing a reredos. In it, a statue of a lady, clothed in robes that cover her body and face. In the middle, on the left and right there are two transepts. At the far end, there is a door on the right and a cloth covered doorway on the left.