Previous -- NextOnce more this turned out to be a long update since you people are
all over the place.
And again I'd rather not skip anyone's turn, but it looks like
Durenadal (HugeNerdAndProudOfIt) is away for a bit, so here goes. As usual I will give you priority in anything you choose to do for next turn. Which, as you'll see, turns out to be important . . .
Result: 4+1 (existing state of peace plus mysterious unexplained factors) = 5, Succeed greatly!
Overseer, appreciating a quiet moment of meditation with a (new friend?) (acquaintance of religious inclination?) human being, continues his pursuit onward and inward and upward. You continue even as Ragnarok gets to his feet and walks away; looking within, and up, you don't feel left alone. No, you feel as though you are realizing a climb idealized by others. You feel as though this quintessential journey--this climb--is the most natural thing in the world; and that, though you may not know the how or the why, you are in the perfect where to make it.
The feeling passes and your eyes snap open and you shake your head and you ask yourself if something weird just happened.
Overseer now has +1 to the next roll that needs it!Result: 5, Succeed greatly!
Result: 1, Fail terribly!
John is still off in the east, now inspecting the carving. You press a copy of it on parchment for future reference. You didn't realize when looking at the last one, but however crude it may look it nonetheless was made with good tools and a lot of focus. The lines are all similar in width and depth.
The design has some familiar elements: there's a big ugly person, yes, just like those big ugly people in the last carving. And there are riches, too: little lines of light coming off of gems and stuff. But this time there's a hand off to one side, reaching up into the "frame."
Anyway, you get to smashing the original with your mining pick because I don't know you just do it.(I've added "Copy of carving B" to your inventory.)
All tables as before
Dwain's roll: 2, Fail!
Alyssa Alpine's roll: 1, Fail terribly!
Damage roll (1d4-1): 2-1 = 1!
Alyssa Alpine, HP: 9/10
Dwain attempts to return the way he came. You quickly realize that what you had assumed to be a "west wall" is, in fact, another opening into the darkness. Well, you had been going to inspect some minerals, but you get a little lost and no longer have any walls within arm's reach . . .
Alyssa Alpine continues investigations in the dark. Though generally comfortable in stealthy nighttime actions, you don't have as much talent in weirdo cave systems, and you stumble when you come across sharp rocks loose underfoot. Ouch . . . yup, cut your leg. Who leaves heaps of sharp rocks lying around? Anyway, no other sights, sounds, or smells forthcoming.
Ragnarok, elsewhere, looks for a halfway-decent mortar-and-pestle substitute.Ragnarok's results table, crafting, iron pick and shale:
1: Fail
2: Succeed
3: Succeed
4: Fail by succeeding
Ragnarok's roll: 3, Succeed!
There are various rocks lying around. Something pestle-shaped is easy. Getting a hand-sized concave mortar is a little tricky and you resort to chipping a divot into a stone with your mining pick; but, even though you just regained consciousness, you manage it. Now you can smoosh stuff.
Back in the east, as John defaces the carving, Dustan starts the arduous task of hacking through an entire wall. You've never hacked through something so vanilla-scented before. And you'd think that the existing cracks would be a little helpful, but they're really not, as this'll take you until the next evening.
. . . If you weren't interrupted by a whole hive of ant lemmings pouring out of the wall at your intrusion!As with
the last time you faced a swarm of creatures, there are more present than will fit in tile graphics. I'm just depicting them as a blob. Right now there are twelve with an unknown number still coming.
Combat table, venomous, you have no immunity, fighting as a group based on hive size (12):
1: Fail terribly
2: Fail
3: Succeed
4: Succeed
5: Succeed
6: Fail by succeeding
Attack roll: 4, Succeed!
Damage roll (1d6+1): 3+1 = 4!
Dustan, HP: 8/16
They crawl over your arms, pincer jaws biting straight through the already-damaged workstone before you can shake them to the ground. They surge forth to attack again, this time with John also in range!GM time:
Dustan (Dustan Hache), you would have expected defence bonuses since you're covered in armor, but your entire history of obtaining armor has been matched by enemy attacks that bypass them. These creatures have piercing jaws that bypass everything, exactly like an exile's piercing iron pick does. Sorry! I set up the battle progression in advance!
Durenadal (HugeNerdAndProudOfIt), seeing as you're the closest to the action, I hope I don't have to put you on autopilot right now. Yet if so, I think we can assume you'll at least warn the more-distant people about the impending peril, so everyone can just react.