Previous -- Next(Apologies to
Overseer (FallacyofUrist) if you really, really didn't want to get up from meditation. And I hope everyone's alright with slinging your mined rocks into your own pack, because, well, few of you gave me actual instruction on that.)
So! Everything's ready . . .
This night the exiles face what may be their greatest challenge to date: apathy. "So, should we keep mining or go exploring?" "Just go with the majority." "Just go with majority action." "Okay I won't do anything and just go to sleep." In the end, it falls to John to get the mixed groups on a collective course down the northern tunnel. Alyssa Alpine and others pick up their mining goodies, wheelbarrows are put in motion, and the group takes to the distance.Dwain's "trying to communicate the idea of 'inner peace walking'" roll: 4, Succeed!
Overseer's meditation roll: 5, Succeed greatly!
Food (travel food) +1 HP
Water +1 HP
Bedding (blankets) +1 HP
Warmth (1 kg of glowstone) +1 HP
Total +4 HP
Everyone is back to maximum!
The tunnel means another long journey into the dark. You camp overnight as you go, share water and prepared food, and sleep. Well, with the exception of Overseer: still experiencing a "spiritual rush," you try to keep your meditation session from interruption. Dwain provides helpful commentary to keep you in the "zone." By next morning you feel great!
Overseer now has +1 to the next roll that needs it!( . . . The bonus is back. Dude, if you need a place to use your newfound "abbot" energies, keep reading.)
Day 10, Morning
Somewhere outside of this sinkhole the sun must be rising. You can almost feel the breeze. Oh, wait, you really can . . .Light! Voices! People! Civilization! Yes, you had been climbing a bit of a slope on the way, and have now come to the floor of the gigantic sinkhole, a vast rocky plain stretching into the distance. In fact, you popped right back out of the same giant stalagmite where Dustan, John, Durenadal, and Overseer first partook of this magenta-lit sight, the town of Rock Bottom.
Guards at the edge watch your approach, each with a bland expression (and a battle axe). They seem to recognize that a few among you are new.
"You're probably welcome here," one allows. "If you're here to work. Then you can stay in Rock Bottom until tomorrow morning. You can sell your load of goods, too."
The guard next to her adds "And what you don't sell, leave in the bank. Somebody turned in some lockbox keys."
It is a time of welcome relief for the old exiles, and cautious wonder for the new. What awaits you in this land of those who no longer see the sun?. . . You made it! To those who are new, I detailed the
special rules for Rock Bottom right here. Sure, you can talk to people or stab your fellow exiles or react to whatever else happens in-town as you'd expect. To summarize the rest:
You can
shop. All that loot you obtained can be sold here, and I'll give you item lists for purchase. (And maybe someone will even explain "currency" to you.) You will also get a little more cash than just that because . . .
You can
do local work based on your past profession. Remember you chose one when you signed up for the game? Just tell me you're ready to do it and then I'll advance the "plot" until tomorrow morning and grant you your rewards for working today. This will earn you some small change (and "unlock stories").
You can utilize your personal
lockbox to store 40 kg of whatever you won't be carrying away.
And you can
sleep overnight because doing work here earns you a bed . . . or
not necessarily so. What do I mean? Click the link already!
And that's in addition to typical roleplaying. You
will be kicked out tomorrow morning, along with all other non-residents. So, basically, you've got wheelbarrows (and backpacks) full of stuff to sell off and then you can finally let your character live a little.
I await your (terrifying) input!