- YOUR CHARACTER IS NOW RUNNING THROUGH THE
CATACOMBS underneath the Lair, the stairway back out having been entirely blocked. As they run, they do so blindly if they do not at LEAST have a flashlight, or someone in their group does. PLEASE FOLLOW THESE MECHANICS BELOW TO TRY AND GET OUT/ FIND THE
spiral shaped glyph. As they run, they can see however, glowing runes/ glyphs littered throughout several branching archways. The entire area is similar to a labyrinth, that means running around blindly may cause any trainee to simply go in circles: and they may or may not meet up with other trainees they separated from earlier as well or
something else.
-
MAKE SURE YOU POST OOCLY UNDERNEATH EACH POST WHERE your trainee is and their total HP value. You can interact with any other trainee who is in the same AREA as you by quoting them.
- THE FINAL EXIT AREA IS
THE GLYPH ROOM. You must keep on rolling until you hit it.
-
The stifling Fear aura has been lifted, slightly. Everyone regains FULL HP prior to this event.
STEP 1: CHOOSING A PATH AND NAVIGATING IT: - ROLL a 6-sided dice to choose a path. If you rolled 1-2, you are running into the closest archway on the left (ARCHWAY LEFT), if you are rolling 3-4 the one in the center (ARCHWAY CENTER), 4-5, the one on the right (ARCHWAY RIGHT). It is
very dark and hard to see, its best to focus the flashlight in front of them, or use their summoned weapons as a potential secondary light source (only if obviously, convenient).
- Trainees will now need to GET OUT of this area.
-
Roll a 6-sided dice. IF you roll EVEN, you HAVE MANAGED TO EXIT TO PART 2, continue reading below. If you have not, you must continue to move/ roll/ try, until you stumble upon an exit. This area is once again, extremely dark, and the ground is uneven.
STEP 2: FINDING THE GLYPH OUT:- You are now trying to
find the glyph/room out. Roll a 100-sided dice and match your dice roll to the results below. You must
continue to roll until you find the glyph OUT. HOWEVER: if you roll the
BOSS ENCOUNTER, please proceed below to roll boss encounter mechanics until you run away/ flee/ disengage. You must do this EVERY TIME you roll a BOSS ENCOUNTER.
-
exclaim IF YOU END UP ROLLING
more than 5 times, it is automatically assumed that you found the ROOM OF ARROWS your next roll. Just immediately have your next room be the ROOM OF ARROWS (see the room information below).
-
1-20: You stumble upon a very large, ornate hallway that is light by torches. It seems like a dead end, though you can't help but notice the piles of what seem like gold, jewelry, and ornate weapons littering the area. There is a long pedestal at the very end, a strange glyph that you don't recognize engraved on the pedestal, but it looks like whatever was actually
on it is missing: only the stand remains. Optional: If you are in this room, you are free to roll a 6-sided dice to determine the TIME when you arrived at this hallway. If you roll an odd number, you will notice someone moving across the very end of the room, though the light blue glow of their weapon seems
very familiar. You can only do this once, though no surprise, they are
mysteriously gone when you try to catch up to them. (LOCATION: ARTIFACT ROOM)
-
21- 40: You stumble upon an area that is nearly covered in water: you barely stop yourself before you move into the water entirely as you hear a strange series of
hisses. As you move your flashlight/ weapon down, you notice there are
hundreds, thousands of poisonous snakes in the water. Only a single bridge leads the way from this point to the other. You need to slowly, carefully cross the narrow stone bridge without waking up the visitors underneath the still water. (LOCATION: ROOM OF SERPENTS)
-
41 - 60: BOSS ENCOUNTER: YOU ENCOUNTER THE BOSS. PLEASE SEE BOSS MECHANICS BELOW. (Step 2a)
-
61- 80: Only the loud
whooshing noise and your surprisingly fast reflexes save your life as a series of sharp, over sized blades come falling down from the ceiling, in even, sweeping arcs. The room is dimly lit by an unknown light source, though as you move your flashlights, you can see a path that extends beyond the series of sweeping axe-blades. You need to run through them, and time your moves carefully. Roll a 4-sided dice WHILE IN THIS ROOM TO EXIT IT and try to move to another room. Your dice roll is the
damage you take from the weapons to your HP. (LOCATION: ROOM OF MALEVOLENCE)
-
81- 100: You stumble upon a single room where everything
seems very familiar: a long stone tunnel illuminated by torches and illustrations. You are
back at the area with the arrows from the hallway! You need to run
back out of the hallway, though you do notice, at this angle, from the other side, where the elevator was, a large glyph near the end that is shaped like a spiral with a hook. You are at the
exit!, but first, you must cross the tunnel of arrows again. Roll a 4-sided dice TO CROSS THE HALLWAY OF ARROWS. This is the damage you take to yourself. Upon getting to the other side, you notice you are at the "elevator" with the two levels and the series of glyphs on the ground BUT
you have no clue how to move it. You are stuck here: you can literally see above, by pointing your flashlight, the exit out of the Lair, but it is way too far up! (LOCATION: ROOM OF ARROWS/ if you passed this your FINAL/ WAITING LOCATION IS
ROOM OF GLYPHS. )
STEP 2a: BOSS ENCOUNTER HP ????/????:- YOU HAVE ACCIDENTALLY ENCOUNTERED THE BOSS. You need to
disengage from it as soon as possible! The creature stands nearly twenty times your size, and your Fear scanner is screaming ridiculously loud, as if your senses aren't telling you immediately to run away.
- You MAY choose to attack the monster. Roll your regular melee dice as per usual /calculate charges. However, the attack seems to immediately deflect the creature. Every time you attack the monster you
immediately loose half your remaining HP.
- You MAY also choose to instead of attack, to FLEE/RUN. To do so, roll a 6-sided dice. If odd, you take -2 damage from the rocks/debris that shake around the creature (and not the creature itself), the creature still hot behind your heels, if EVEN you manage to escape. If you ESCAPE, you may now continue back to rolling 2d100.
IF YOU HIT -10 HP OR LESSIF YOU ARE DEAD, your character passes out. The chorus of a thousand angels sing above you, you hear your great great grandparents call out to you. YOU ARE DEAD. (no seriously, you are dead, you might want to reconsider your options).