On the 148th floor you must consume an entire bottle of vitamins. When I say consume an entire bottle of vitamins, I don't mean open the bottle and eat all the chewable vitamins. Nah. That would be too easy. I mean eat the entire bottle with all the pills still inside. A lady in a blue dress will appear before you. If you acknowledge her, you will not be allowed to go to the next floor. Ignore her, and wait till a lady in a red dress approaches you. Tell the lady in the red dress you want to go to the next floor.
Rollback Post to RevisionRollBack
"We are what we repeatedy do. Excellence, then, is not an act, but a habit." - Aristotle.
The classy class clown passes cracked black brass glasses in class. (try saying that really fast.)
150) a room with no doors. How do you get there? No one knows. Except for the receptionist. They'll tell you to go up the side of the building into the windows. There is a flesh golem there... also Mr Tarrasque.
151: Mr Tarrasque is the name of the man scientist who built the flesh golem. Not fully doctor or scientist, but still one who dabbles in the arts. He tells you that he needs to build a device to bring an electrical charge to his creature and in doing so you will also fix the elevator and be able to continue upwards. Having no other choice you comply and get to work and before you know it you're on your way up after helping Mr Tarrasque bring to life his flesh golem monster.
As the elevator doors to floor 151 open you see 3 hooded figures, sitting upon thrones within the an empty room that continues on in all directs as far as your eyes can see. They welcome you and say they've been awaiting your arrival.
the 152nd floor you must push a button. However, there is a catch. You don't know what the button is going to do. You must roll initiative. All sorts of things could happen by pressing the button.
If you roll a 1, you get to proceed to the next floor. If you roll a 2 you get a cheese wheel. If you roll a 3, you get a puppy. If you roll a 4, you get a puppy, but it explodes. If you roll a 5, you turn green. If you roll a 6, vivid images of your loved ones dying in horrific manners flash in your mind. If you roll a 7, you start seeing cactus people, only people who roll a 7 can see them. If you roll an 8, your gender changes. If you roll a 9, you grow tentacles out of your back. If you roll a 10, a random person will fall in love with you. If you roll an 11, someone will name their child after you. If you roll a 12, you become extremely thirsty. If you roll a 13, you gain the ability to talk to hands(and the hands will respond back to you, if you talk to them). If you roll a 14, all life as we know it will cease to exist for half a second. If you roll a 15, a tarrasque will fall in love with you. If you roll a 16, you will fall in love with a tarrasque. If you roll a 17, your worst enemy becomes a god. If you roll an 18, Dr. Seuss becomes a character in DnD. If you roll a 19, you will gain the ability to hover half an inch off the ground. If you roll a 20, you die, and your soul is just destroyed. No afterlife for you. Only darkness. Nothing. No god can save you from that.
Floor 156 can be accessed from floor 143 by uttering the words, "Darkness is eternity." A spectral elevator will form around you, carrying you up to floor 156. On the far end of a dimly lit room made of black marble, an amethyst portal pulses slightly every few seconds. Should you enter this portal, you appear facing an elevator, with a teal portal at the opposite end of the room. Enter the elevator and you immediately die. Depending on whether you go up or down in the elevator, you go not to the afterlife of your alignment, but to the upper or lower plane closest to your alignment. Enter the teal portal and you are transported back to the original room, once again facing the elevator. By entering the original elevator, you can access any floor that is not illuminated by bright light.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
On the 157th floor there is a giant gilded mirror to the far end of the room. Upon approaching the mirror, a blank face will appear in the mirror. The face looks at you with it's clear eyes. The mirror asks you ten questions. The first question is a simple question. The mirror asks you your name. After you answer the first question the rest of the questions will vary depending on the person answering them. Each question will become more and more personal. Upon answering the final question, the mirror will have known everything about you. The mirror will judge you based on how you lived your life. You do not have to be good to please the mirror, merely interesting. If the mirror is satisfied with what it knows, it will let you proceed. If it is displeased, it will send you to the ground floor, and you will be unable to re-enter the tower. If the mirror is indecisive, you may persuade the mirror into believing your life to be interesting. Most of the time, people deemed indecisive will be judged uninteresting. However sometimes you get lucky and it deems you interesting.
The 158th floor is an immense battleground which hosts the epic fight between the legendary superhero Ex Uther and the infamous supervillain Kal-El the Vile, Psion of Orc-Kiss. Ex Uther is a middle-aged man of average build, save the fact the he's bald. Uther's power is his wit and deviousness, which he contains in superhuman amounts. Kal-El, however, possesses heat vision, along with powerful psionic abilities. But unless the Psion is near Cryptonite (metal from inside a crypt), he can't use his powers. Kal-El wears a Cryptonite necklace around his neck. Either of these beings can teleport you to the next floor, though only with a full minute of concentration. Should either one die, they are resurrected with full hit points after one minute.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
On the 159th floor, you are instantly teleported to the Fortress of Solitude. If you leave the Fortress of Solitude, you die instantly. and your body teleports back to the 158th floor. If you look around within the fortress, you will find all sorts of objects. You must approach, and describe each one of the artifacts, and their purpose. Upon fulfilling this task, you are now transported to the Phantom Zone. You must now locate various notable people within the Phantom Zone. After finding them, you must explain why they were sent there. Failure to do so within the given time limit(two hours), you will be forever trapped in the Phantom Zone. Upon completing this task, you will be transported to a small farmhouse in Smallville, Kansas. There is no task to complete. If you can patiently wait inside, a man named Clark will congratulate you, and you will teleport back to floor 159. In your pocket you notice a picture of you standing next to the man of steel. The picture is even autographed. In front of you is the elevator to the next floor.
The 161st floor is a pool of yellow water. No, it's not what your thinking of. It really is water, that for some reason is yellow. An old wizard sitting in a chair floating above the water will tell you about a key. Somewhere submerged in water is a wooden chest with a key in it. There are thousands of chests submerged in water. Good luck! The key will not help you whatsoever. The wizard asked you to get the key so the wizard cause he wanted to see if you would do it. The wizard will then tell you to put the key in a chest with the number on it.
It's binary. It means 'This is the correct chest' There are many other chests with messages in binary ,but only one chest has this specific message written on it. In the chest is a picture of a middle finger. The wizard will ask you what you learned. The wizard will tell you to place the chest back where you found it, and you can go to the next floor. Upon doing so, he will not allow you to go to the next floor, and tell you he changed his mind. If you get angry at the wizard at any point, the wizard will tell you that you can get in the elevator. If you are patient, and can display self control, the wizard will allow you safe passage to the next room. Warning! If you pissed the wizard off, and he told you to get in the elevator, the elevator will send you straight to hell. It will only send you to the next floor, IF you are patient and don't get angry.
Rollback Post to RevisionRollBack
"We are what we repeatedy do. Excellence, then, is not an act, but a habit." - Aristotle.
The classy class clown passes cracked black brass glasses in class. (try saying that really fast.)
On the 164th floor, there are hundreds of people. They are all confused and have no memory of who they were prior to entering the 164th floor. A person will approach you. They are the only person on the floor that actually knows what is going on. He will tell you to convince ten people that you are the grandchild of a man whom was cloned after Leonardo Da Vinci's stepson, Bill Gates the eighth. Afterwards, you must convince ten other people that they are the grandchild of a man whom was cloned after Leonardo Da Vinci's stepson, Bill Gates the eighth. Failure to complete this task will result in you losing your memories, and becoming one of them.
If you completed the tasks thus far, you must introduce all twenty people and have them argue to decide who the real grandchild of a man whom was cloned after Leonardo Da Vinci's stepson, Bill Gates the eighth. You may not intervene. They must come up with a conclusion on their own.
Whoever they pick will keep or regain their memories. If they do not pick you, then you lose your memories, and you become one of the poor unfortunate people trapped on this floor.
Even after they pick you, you still cannot go to the next floor. The person who approached you, and gave your your tasks can go to the next floor. Before the person who approached you heads to the next floor, they give you one last instruction. You are to ask the next person who enters floor 164, to perform the tasks you did. Upon completion, then you may proceed. If you fail to give the correct instructions that you were given, a demon will possess your body, and they will give the proper instructions. In return for giving proper instructions, the demon can keep your body as a reward. They will proceed to the next floor.
On the 166th floor you turn into a dog with three legs. You must go all the way to the other side of the room. The room is half a mile long. As you begin to head down the room, a talking polar bear will appear beside you, and tell you to stay within 10 ft of it all times as you head towards the elevator. The polar bear will run to the elevator. It will run fast, but not so fast that you can't keep up with it. You will have to put a great amount of effort to keep up.
If you fail to remain within 10 ft of the bear, you must start over. You can only attempt this challenge once a day. Meaning if you fail, you remain a three legged dog for atleast another 24 hours. Upon entering the elevator, you revert back to your original form.
147 is Auril's retirement house. You take 1000000000000d100 cold damage
DM: Dragon of Icespire Peak PbP
On the 148th floor you must consume an entire bottle of vitamins. When I say consume an entire bottle of vitamins, I don't mean open the bottle and eat all the chewable vitamins. Nah. That would be too easy. I mean eat the entire bottle with all the pills still inside. A lady in a blue dress will appear before you. If you acknowledge her, you will not be allowed to go to the next floor. Ignore her, and wait till a lady in a red dress approaches you. Tell the lady in the red dress you want to go to the next floor.
"We are what we repeatedy do. Excellence, then, is not an act, but a habit." - Aristotle.
The classy class clown passes cracked black brass glasses in class.
(try saying that really fast.)
149) The lady in blue comes up to you and starts yelling at you for ignoring her.
Chilling kinda vibe.
150) a room with no doors. How do you get there? No one knows. Except for the receptionist. They'll tell you to go up the side of the building into the windows. There is a flesh golem there... also Mr Tarrasque.
DM: Dragon of Icespire Peak PbP
151: Mr Tarrasque is the name of the man scientist who built the flesh golem. Not fully doctor or scientist, but still one who dabbles in the arts. He tells you that he needs to build a device to bring an electrical charge to his creature and in doing so you will also fix the elevator and be able to continue upwards. Having no other choice you comply and get to work and before you know it you're on your way up after helping Mr Tarrasque bring to life his flesh golem monster.
As the elevator doors to floor 151 open you see 3 hooded figures, sitting upon thrones within the an empty room that continues on in all directs as far as your eyes can see. They welcome you and say they've been awaiting your arrival.
the 152nd floor you must push a button. However, there is a catch. You don't know what the button is going to do. You must roll initiative. All sorts of things could happen by pressing the button.
If you roll a 1, you get to proceed to the next floor. If you roll a 2 you get a cheese wheel. If you roll a 3, you get a puppy. If you roll a 4, you get a puppy, but it explodes. If you roll a 5, you turn green. If you roll a 6, vivid images of your loved ones dying in horrific manners flash in your mind. If you roll a 7, you start seeing cactus people, only people who roll a 7 can see them. If you roll an 8, your gender changes. If you roll a 9, you grow tentacles out of your back. If you roll a 10, a random person will fall in love with you. If you roll an 11, someone will name their child after you. If you roll a 12, you become extremely thirsty. If you roll a 13, you gain the ability to talk to hands(and the hands will respond back to you, if you talk to them). If you roll a 14, all life as we know it will cease to exist for half a second. If you roll a 15, a tarrasque will fall in love with you. If you roll a 16, you will fall in love with a tarrasque. If you roll a 17, your worst enemy becomes a god. If you roll an 18, Dr. Seuss becomes a character in DnD. If you roll a 19, you will gain the ability to hover half an inch off the ground. If you roll a 20, you die, and your soul is just destroyed. No afterlife for you. Only darkness. Nothing. No god can save you from that.
"We are what we repeatedy do. Excellence, then, is not an act, but a habit." - Aristotle.
The classy class clown passes cracked black brass glasses in class.
(try saying that really fast.)
153 you make a DC 31 Wis save or go insane; lasts until the next or previous floor
Rogue Shadow, the DM (and occasional) PC with schemes of inventive thinking
154) You must make a DC 31 Int save. On a fail, you continue to the next floor...
Chilling kinda vibe.
155 nothing special
Rogue Shadow, the DM (and occasional) PC with schemes of inventive thinking
Floor 156 can be accessed from floor 143 by uttering the words, "Darkness is eternity." A spectral elevator will form around you, carrying you up to floor 156. On the far end of a dimly lit room made of black marble, an amethyst portal pulses slightly every few seconds. Should you enter this portal, you appear facing an elevator, with a teal portal at the opposite end of the room. Enter the elevator and you immediately die. Depending on whether you go up or down in the elevator, you go not to the afterlife of your alignment, but to the upper or lower plane closest to your alignment. Enter the teal portal and you are transported back to the original room, once again facing the elevator. By entering the original elevator, you can access any floor that is not illuminated by bright light.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
On the 157th floor there is a giant gilded mirror to the far end of the room. Upon approaching the mirror, a blank face will appear in the mirror. The face looks at you with it's clear eyes. The mirror asks you ten questions. The first question is a simple question. The mirror asks you your name. After you answer the first question the rest of the questions will vary depending on the person answering them. Each question will become more and more personal. Upon answering the final question, the mirror will have known everything about you. The mirror will judge you based on how you lived your life. You do not have to be good to please the mirror, merely interesting. If the mirror is satisfied with what it knows, it will let you proceed. If it is displeased, it will send you to the ground floor, and you will be unable to re-enter the tower. If the mirror is indecisive, you may persuade the mirror into believing your life to be interesting. Most of the time, people deemed indecisive will be judged uninteresting. However sometimes you get lucky and it deems you interesting.
"We are what we repeatedy do. Excellence, then, is not an act, but a habit." - Aristotle.
The classy class clown passes cracked black brass glasses in class.
(try saying that really fast.)
The 158th floor is an immense battleground which hosts the epic fight between the legendary superhero Ex Uther and the infamous supervillain Kal-El the Vile, Psion of Orc-Kiss. Ex Uther is a middle-aged man of average build, save the fact the he's bald. Uther's power is his wit and deviousness, which he contains in superhuman amounts. Kal-El, however, possesses heat vision, along with powerful psionic abilities. But unless the Psion is near Cryptonite (metal from inside a crypt), he can't use his powers. Kal-El wears a Cryptonite necklace around his neck. Either of these beings can teleport you to the next floor, though only with a full minute of concentration. Should either one die, they are resurrected with full hit points after one minute.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
On the 159th floor, you are instantly teleported to the Fortress of Solitude. If you leave the Fortress of Solitude, you die instantly. and your body teleports back to the 158th floor. If you look around within the fortress, you will find all sorts of objects. You must approach, and describe each one of the artifacts, and their purpose. Upon fulfilling this task, you are now transported to the Phantom Zone. You must now locate various notable people within the Phantom Zone. After finding them, you must explain why they were sent there. Failure to do so within the given time limit(two hours), you will be forever trapped in the Phantom Zone. Upon completing this task, you will be transported to a small farmhouse in Smallville, Kansas. There is no task to complete. If you can patiently wait inside, a man named Clark will congratulate you, and you will teleport back to floor 159. In your pocket you notice a picture of you standing next to the man of steel. The picture is even autographed. In front of you is the elevator to the next floor.
"We are what we repeatedy do. Excellence, then, is not an act, but a habit." - Aristotle.
The classy class clown passes cracked black brass glasses in class.
(try saying that really fast.)
floor 160 is the stomach of a mimic
Rogue Shadow, the DM (and occasional) PC with schemes of inventive thinking
The 161st floor is a pool of yellow water. No, it's not what your thinking of. It really is water, that for some reason is yellow. An old wizard sitting in a chair floating above the water will tell you about a key. Somewhere submerged in water is a wooden chest with a key in it. There are thousands of chests submerged in water. Good luck! The key will not help you whatsoever. The wizard asked you to get the key so the wizard cause he wanted to see if you would do it. The wizard will then tell you to put the key in a chest with the number on it.
This is the number you will see on the chest;
'01010100011010000110100101110011001000000110100101110011001000000111010001101000011001010010000001100011011011110111001001110010011001010110001101110100001000000110001101101000011001010111001101110100'
It's binary. It means 'This is the correct chest' There are many other chests with messages in binary ,but only one chest has this specific message written on it. In the chest is a picture of a middle finger. The wizard will ask you what you learned. The wizard will tell you to place the chest back where you found it, and you can go to the next floor. Upon doing so, he will not allow you to go to the next floor, and tell you he changed his mind. If you get angry at the wizard at any point, the wizard will tell you that you can get in the elevator. If you are patient, and can display self control, the wizard will allow you safe passage to the next room. Warning! If you pissed the wizard off, and he told you to get in the elevator, the elevator will send you straight to hell. It will only send you to the next floor, IF you are patient and don't get angry.
"We are what we repeatedy do. Excellence, then, is not an act, but a habit." - Aristotle.
The classy class clown passes cracked black brass glasses in class.
(try saying that really fast.)
floor 162 is a room of meditation
Rogue Shadow, the DM (and occasional) PC with schemes of inventive thinking
Floor 163 contains a Press company who follows the Crusaders on their next Holy Crusade to take the Holy Grail back to Hillary Swank.
My Ready-to-rock&roll chars:
Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk
On the 164th floor, there are hundreds of people. They are all confused and have no memory of who they were prior to entering the 164th floor. A person will approach you. They are the only person on the floor that actually knows what is going on. He will tell you to convince ten people that you are the grandchild of a man whom was cloned after Leonardo Da Vinci's stepson, Bill Gates the eighth. Afterwards, you must convince ten other people that they are the grandchild of a man whom was cloned after Leonardo Da Vinci's stepson, Bill Gates the eighth. Failure to complete this task will result in you losing your memories, and becoming one of them.
If you completed the tasks thus far, you must introduce all twenty people and have them argue to decide who the real grandchild of a man whom was cloned after Leonardo Da Vinci's stepson, Bill Gates the eighth. You may not intervene. They must come up with a conclusion on their own.
Whoever they pick will keep or regain their memories. If they do not pick you, then you lose your memories, and you become one of the poor unfortunate people trapped on this floor.
Even after they pick you, you still cannot go to the next floor. The person who approached you, and gave your your tasks can go to the next floor. Before the person who approached you heads to the next floor, they give you one last instruction. You are to ask the next person who enters floor 164, to perform the tasks you did. Upon completion, then you may proceed. If you fail to give the correct instructions that you were given, a demon will possess your body, and they will give the proper instructions. In return for giving proper instructions, the demon can keep your body as a reward. They will proceed to the next floor.
"We are what we repeatedy do. Excellence, then, is not an act, but a habit." - Aristotle.
The classy class clown passes cracked black brass glasses in class.
(try saying that really fast.)
On the 165th floor, there's a bed where Montgomery Burns rest in peace.
My Ready-to-rock&roll chars:
Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk
On the 166th floor you turn into a dog with three legs. You must go all the way to the other side of the room. The room is half a mile long. As you begin to head down the room, a talking polar bear will appear beside you, and tell you to stay within 10 ft of it all times as you head towards the elevator. The polar bear will run to the elevator. It will run fast, but not so fast that you can't keep up with it. You will have to put a great amount of effort to keep up.
If you fail to remain within 10 ft of the bear, you must start over. You can only attempt this challenge once a day. Meaning if you fail, you remain a three legged dog for atleast another 24 hours. Upon entering the elevator, you revert back to your original form.
"We are what we repeatedy do. Excellence, then, is not an act, but a habit." - Aristotle.
The classy class clown passes cracked black brass glasses in class.
(try saying that really fast.)