12-02-2017, 03:41 PM
(This post was last modified: 12-03-2017, 01:30 PM by Cap'n Coconuts.)
Wasn't intending to post again so soon, but everyone's posted so why not.
@Spriter: 6 (Overshoot)
Despite the apparent plainness of the room, you search every square foot of it. Against all odds, you find a rock pick! It's as colorless as its surroundings, and the metal isn't very lustrous. The tool gives you a modest +5 Attack, but it's useful for breaking up stone.
There's also something really special about it, but you can't put your finger on it...
However, the single-minded intensity of searching so meticulously gives you significant mental strain.
Resistance: 3 (Partial Success)
In your mental fatigue, your next move must be rolled as a standard action.
@Dustinvgmaster: You leave through the only obvious exit.
@VinnyVideo: 6 (Overshoot)
Like Johari, you painstakingly search the entire area. You and Johari meet up and introduce yourselves to each other.
Underneath a rock, you find a small leather pouch full of coins. While the bag is as gray as every other non-living, unowned object so far, the coins are conspicuously yellowish. However, the search is straining on you, too!
Resistance: 5 (Perfect Success)
... or maybe it isn't. Huh.
@recent: You follow Archibald.
@Marcus Eralice: You try to converse with the other player characters. So far, they haven't said that many words.
Archibald and Caesar find themselves in a forked path within the caverns. Unlike the relatively featureless starting area, this room notably has many stalagmite and stalactite formations. The place is still as gray as an old silent film, though you struggle to remember the natural color of things. You notice there are several BROKEN STALACTITES on the ground which could be used as improvised clubs. Taking one of these conspicuous items is a free action.
There is also a large wood and iron CHEST with a primitive lock. You may be able to break it as a standard action.
Each new path is blocked by a man-sized VOID MOLE. They're as grayscale as their surroundings, and they seem rather unfriendly!
@Spriter: 6 (Overshoot)
Despite the apparent plainness of the room, you search every square foot of it. Against all odds, you find a rock pick! It's as colorless as its surroundings, and the metal isn't very lustrous. The tool gives you a modest +5 Attack, but it's useful for breaking up stone.
There's also something really special about it, but you can't put your finger on it...
However, the single-minded intensity of searching so meticulously gives you significant mental strain.
Resistance: 3 (Partial Success)
In your mental fatigue, your next move must be rolled as a standard action.
@Dustinvgmaster: You leave through the only obvious exit.
@VinnyVideo: 6 (Overshoot)
Like Johari, you painstakingly search the entire area. You and Johari meet up and introduce yourselves to each other.
Underneath a rock, you find a small leather pouch full of coins. While the bag is as gray as every other non-living, unowned object so far, the coins are conspicuously yellowish. However, the search is straining on you, too!
Resistance: 5 (Perfect Success)
... or maybe it isn't. Huh.
@recent: You follow Archibald.
@Marcus Eralice: You try to converse with the other player characters. So far, they haven't said that many words.
Archibald and Caesar find themselves in a forked path within the caverns. Unlike the relatively featureless starting area, this room notably has many stalagmite and stalactite formations. The place is still as gray as an old silent film, though you struggle to remember the natural color of things. You notice there are several BROKEN STALACTITES on the ground which could be used as improvised clubs. Taking one of these conspicuous items is a free action.
There is also a large wood and iron CHEST with a primitive lock. You may be able to break it as a standard action.
Each new path is blocked by a man-sized VOID MOLE. They're as grayscale as their surroundings, and they seem rather unfriendly!