Travel Phase 2400 - 3200There are now 8 gnomes.
During the long centuries between 2400 and 3200, the crew of the Necrovoyager carry out a program of expansion.
The shades settle in for the long haul, centuries of indifference.
D. grabs a bone club and sleeps for eight hundred years.
Remilia builds a teleport bay, assisted by one of the gnomes, who helps keep the costs low, though not the production time (6 centuries /2 x2 = 6 centuries | -3 metal, -2 crystal).
Meanwhile, seven gnomes put all bone stuff in the bonegrove and make a pit room below the temple [2 stone, 1 wood, 6/7= 1 century] (I’m doing it this way as you don’t have the metal at this stage for the door)
The seven gnomes then make an Alchemy Lab below that (-2 crystal with frugal, -2 stone, 20 centuries/7 = 3 centuries).
By this stage, the corpses in the bonegrove are rotted and a new crop has slowly grown [+14 bone = 26 bone].
They then extend Corridor A, connecting it to the library and the Pit (8 bone, four centuries /2 = 1 century)
Leaving [26-8, +1] 19 bone. 18 bone is converted in the alchemy lab to 9 metal.
They use one metal to build a small door out of the alchemy lab [7 gnomes, 1 metal, 1 century].
Remilia then dons the deflecting prism and builds a vent to shield the bone grove and small Mausoleum. The 8 gnomes might as well help to prevent a century of boredom [8 metal, 1 century]
Seven centuries have passed and all is built, so the gnomes go mad for one century [rolling… 10! They receive a rare moment of clarity.]
After so long in dark of the pits, Francis merges into the darkness, becoming a shadow once more.
You now have a teleportation bay! You can now invite new players to the game as level 1 characters (or they can invite themselves).
Hoard: 3 stone, 2 wood, Dark Candle, 1 Vengeance (13, Physical), Iron Gavel [2 physical] x2, +4 wooden staffs (1 physical). Bone Grove: 4 bone, The Bone of Justice - [5 physical/magical]
Encounter Phase[Rolling... 10! Rolling on the table of Space Horrors... Rust Elemental]
In the year 3200 a strange whiff of iron floats through the vents from the direction of the teleportation bay…Rust Elemental: A medium-sized rust elemental beams aboard and moves from room to room consuming one random metal thing per room until it's visited every room (including fixtures if the room is part-metal). Has 10 health and takes half physical damage, is immune to mental, holy, fire and necrotic damage.
Power Source: All!
The rust elemental appears in the teleportation bay. He chews on some flux-induction cables [-1 durability to Teleportation Bay! ¾ durability remaining!] before wandering off into Corridor A…