12-08-2017, 06:16 PM
(This post was last modified: 12-08-2017, 06:59 PM by Cap'n Coconuts.)
@VinnyVideo: Wait a minute, how does Todd know that way is south? He doesn't have a compass or any other navigation tools. Although these posts have maps, they're not maps he should have access to.
Eh. Todd goes the way he thinks is "south" anyway.
@Dustinvgmaster: You're not letting that mole get away! You chase it in the way opposite of the way Todd went.
@Spriter: (6) Overshoot
You're so fixated on inspecting the powder that you inadvertently take a big whiff of it. You almost instantly begin having a strangely appropriate trip. Your mind is filled with visions of animals and fantastic creatures. They came in all kinds colors, shapes, and sizes.
Colors? So far, you've seen barely anything with color. Then, somehow, you come to a realization:
The Void Moles you fought earlier weren't real. They were ideas (not very original ideas, but ideas nonetheless) given form and a semblance of life. Perhaps that has something to do with them being so easy to kill and them turning to dust when they die. Despite this revelation, you're at a total loss on who--or what--is responsible for void beasts existing in the first place. You don't even know how you came to that conclusion; you only have your intuition to tell you it is true.
Perhaps you could try making one yourself? Maybe by thinking really hard? Who knows. You should probably save it
You come to a few minutes later. The pile of magical dust is noticeably smaller, but still there. Despite injesting a mysterious unknown substance, you feel absolutely amazing and your mind is full to the brim with ideas.
(please don't try this at home)
@Marcus Eralice: (5) Perfect Success
You break the lock with minimal difficulty and help yourself to what's inside. Aside from bits of leather armor, you find a conspicuously yellowish amulet with an impure, yellow-green gem. It's a FLAWED CUT HELIODOR AMULET! Yes! The list of randomized magic jewelry is back! The quality's forced to be low considering it's early in the game, but it's still quite a nice find. As you wear it, your weapon has a faint green glow...
There happens to be several more sets of leather armor in there (wow how convenient), but carrying around loads of armor doesn't strike you as very practical. Unless you wanted to carry some for someone.
@recent (autopilot): Disgruntled at the fact that a woman easily broke the lock and you couldn't, you shove Ardella aside and snatch some armor for yourself before storming off to where Archibald went. Misery loves company; who better to spend company with than another grump?
Well, I mean, that seems in-character for Caesar to do. It's also in Ardella's character to hold nasty grudges. This should be interesting to watch...
Archibald and Caesar have entered the Waterfall Room.
You see a waterfall at least 15 meter high flowing into an underground pool about 20 meters wide and several meters deep. If you had some way to fly or to climb rock walls, there might be something of interest up there. But alas, you presently don't.
Bizarrely, the water is as unsaturated as the stone. That doesn't seem right. You remember water as having a bluish tint in large amounts. Why is everything so gray? The rocks, water, objects, moles... speaking of which, your VOID MOLE friend emerges from the water, ready to fight you once more.
Todd has entered the Spike Trap Room. That's a nice name for a room, ain't it?
This room looks considerably more dangerous than the previous parts of the cave you've visited. Most of the floor is covered with spike traps bursting out of the ground with great force at intervals of around 15 seconds. They fully retract 5 seconds later, giving you 10 seconds of time to run to each safe spot before being skewered. This obstacle looks MODERATELY difficult to traverse--moving through it requires a standard action roll, but it incurs no bonuses or penalties--but failing will certainly result in serious injury or death.
You notice there is a LEVER attached to the cavern wall on the far side of the room which may or may not disable the spikes, but just moving through the room requires a full turn. If there was only another way to reach it...
Well, you could just make a run for it. The rolls have been surprisingly good lately. But are you sure you want to press that luck?
Eh. Todd goes the way he thinks is "south" anyway.
@Dustinvgmaster: You're not letting that mole get away! You chase it in the way opposite of the way Todd went.
@Spriter: (6) Overshoot
You're so fixated on inspecting the powder that you inadvertently take a big whiff of it. You almost instantly begin having a strangely appropriate trip. Your mind is filled with visions of animals and fantastic creatures. They came in all kinds colors, shapes, and sizes.
Colors? So far, you've seen barely anything with color. Then, somehow, you come to a realization:
The Void Moles you fought earlier weren't real. They were ideas (not very original ideas, but ideas nonetheless) given form and a semblance of life. Perhaps that has something to do with them being so easy to kill and them turning to dust when they die. Despite this revelation, you're at a total loss on who--or what--is responsible for void beasts existing in the first place. You don't even know how you came to that conclusion; you only have your intuition to tell you it is true.
Perhaps you could try making one yourself? Maybe by thinking really hard? Who knows. You should probably save it
You come to a few minutes later. The pile of magical dust is noticeably smaller, but still there. Despite injesting a mysterious unknown substance, you feel absolutely amazing and your mind is full to the brim with ideas.
(please don't try this at home)
@Marcus Eralice: (5) Perfect Success
You break the lock with minimal difficulty and help yourself to what's inside. Aside from bits of leather armor, you find a conspicuously yellowish amulet with an impure, yellow-green gem. It's a FLAWED CUT HELIODOR AMULET! Yes! The list of randomized magic jewelry is back! The quality's forced to be low considering it's early in the game, but it's still quite a nice find. As you wear it, your weapon has a faint green glow...
There happens to be several more sets of leather armor in there (wow how convenient), but carrying around loads of armor doesn't strike you as very practical. Unless you wanted to carry some for someone.
@recent (autopilot): Disgruntled at the fact that a woman easily broke the lock and you couldn't, you shove Ardella aside and snatch some armor for yourself before storming off to where Archibald went. Misery loves company; who better to spend company with than another grump?
Well, I mean, that seems in-character for Caesar to do. It's also in Ardella's character to hold nasty grudges. This should be interesting to watch...
Archibald and Caesar have entered the Waterfall Room.
You see a waterfall at least 15 meter high flowing into an underground pool about 20 meters wide and several meters deep. If you had some way to fly or to climb rock walls, there might be something of interest up there. But alas, you presently don't.
Bizarrely, the water is as unsaturated as the stone. That doesn't seem right. You remember water as having a bluish tint in large amounts. Why is everything so gray? The rocks, water, objects, moles... speaking of which, your VOID MOLE friend emerges from the water, ready to fight you once more.
Todd has entered the Spike Trap Room. That's a nice name for a room, ain't it?
This room looks considerably more dangerous than the previous parts of the cave you've visited. Most of the floor is covered with spike traps bursting out of the ground with great force at intervals of around 15 seconds. They fully retract 5 seconds later, giving you 10 seconds of time to run to each safe spot before being skewered. This obstacle looks MODERATELY difficult to traverse--moving through it requires a standard action roll, but it incurs no bonuses or penalties--but failing will certainly result in serious injury or death.
You notice there is a LEVER attached to the cavern wall on the far side of the room which may or may not disable the spikes, but just moving through the room requires a full turn. If there was only another way to reach it...
Well, you could just make a run for it. The rolls have been surprisingly good lately. But are you sure you want to press that luck?