PTW
Sempai noticed me!
Doh, I realized I left a reference line in a previous post. >.> That's gone now.
Go further by touching the wall.
[Luck 5]You feel out you ended up in a square room with a few trashed coffins and skeletons. You see a dim light approaching from the hall.
Devise method of communication with squirrels. Use it to find out what the minion has learned.
[Mind 4]You decide not to squeak. The squirrel maps a long hallway with a half dozen side rooms in the dust, an exit at the far end.
Take the stone off the guy that cracked his ribs and try to break off a piece lift it up.
[Body 2+1]You heft the stone with both hands. It's managable. You're not sure what kind of stone it is, but it feels sturdy enough.
"Stop that, you fool!" Convince the shadow guy not to break our only light source.
...Success! The two of you take a peek to the South. You see a hall extending East into the dark. The quiet is unnerving.
Go north.
You feel out to the North and find a path blocked by rubble and darkness. Leaving your coffin you feel dead inside. The crystal calls to you.
NecromancerClass,Mind(3),Body(2),Luck(4);
[Minion I] Summon a cute minion.
BarabrianClass,Mind(1),Body(5),Luck(3)!
[Blunt Weapon Mastery] Get reduced penalties for doing 'cool things' with blunt melee weapons. Be creative.
Inventory:A fist sized stone
DiplomatClass,Mind(5),Body(1),Luck(3).
[Parley]Sentient enemies will always give a brief chance to negotiate. Does not function in an ambush.
DarkKnightClass,Mind(3),Body(5),Luck(1);
[Shadow Mantle] You have a slight shadowy aura and take reduced damage when in low light conditions.
Archer(mind 4 body 2 luck 3)