Letting out a breath, Shun dismissed his daggers and relaxed himself a little.
"Good work. Let's keep moving before something else decides to come after us," he instructed. Closing his eye, he soon stared at Hel as she was continuing on with this lovechild business. He just shook his head and placed his hands into his pockets, then went on.
Pretty soon, the group would find themselves in a very dark room. Very dark. Even those with darkvision could not see through this darkness. It was so dark, it was like pitch black. Yes, it was that dark. And they were going to need to navigate through this darkness without the ability to see in the dark to be able to advance past the dark room.
Quote:
gaia_crown [ Round 2 ]
Inside the Cavern, it's dark and difficult to see, and it smells strongly of brine and fish. You're standing at the beginning of what looks like a center room, with several other rooms split off of it, but it's too dark to see what exactly they are.
- Use the diagram in the spoiler tags below to move around the room! You start at the heart square.
- You will be rolling 1d4 ten times.
- The key is: 1 = up, 2 = down, 3 = left, 4 = right
- If you're at the edge, and you roll in that direction, you don't move, and stay on that square - i.e. if you're on the heart square, and you roll a 1, you don't move anywhere, because you can't move upwards.
- All players must roll 10 times. They must record each tile they have been on. If blank, it is a blank space.

BONUSES:
- Life Hunters/ Undead/ Famine Horsemen: At any point you may FORFEIT your roll to choose any tile that is NOT a tile with a glyph on it to move to. You can only use this once. Note which tile you are moving to.
- Death Hunters/ Reapers/ Death Horsemen: You may choose EITHER directions horizontal or vertical from each other equal to your dice roll. So if you roll a 4 (right), you may choose instead to go (left). If you roll 1 (up), you may choose instead to go down. This is unlimited.
- Moon Hunters/ Demons/ Conquest Horsemen: Whenever you OVERLAP and step on a tile with a glyph you have already stepped on, you may choose instead, to immediately teleport to a tile with a glyph you have not stepped on. This is applicable two times MAX.
- Sun Hunters/ Monsters/ War horsemen: Your may move UP TO 2 tiles at once in your direction! (You choose how many 1 or 2)
- Mist Hunters/ Ghosts: You may copycat any ability above. Once you copycat it this is your passive ability. Roll a 6-sided dice before you copycat. If even, your copycat fails and you have no special abilities sad You can only attempt to copycat once.
- The goal after all the rolls is to have the players cross at LEAST once all of the tiles cumulatively (at any point in the 10 rolls, they must have landed on these tiles). This means if player A crosses the heart tile and player B crosses Square and X tiles and player D the moon tiles, you are safe! The heart tile is a freebie (counts from the go!)
- Once again any player can cross these tiles at any point in time, but somewhere along the 10 rolls they are granted all the players COMBINED must touch all 5 tiles.
- If these conditions are NOT filled after 10 rolls then you must try again - a large vortex opens up in front of all players and swallows them whole! You have to pay 5 RP points to try again from start...
- If these conditions are filled then move to ROUND 4.
Inside the Cavern, it's dark and difficult to see, and it smells strongly of brine and fish. You're standing at the beginning of what looks like a center room, with several other rooms split off of it, but it's too dark to see what exactly they are.
- Use the diagram in the spoiler tags below to move around the room! You start at the heart square.
- You will be rolling 1d4 ten times.
- The key is: 1 = up, 2 = down, 3 = left, 4 = right
- If you're at the edge, and you roll in that direction, you don't move, and stay on that square - i.e. if you're on the heart square, and you roll a 1, you don't move anywhere, because you can't move upwards.
- All players must roll 10 times. They must record each tile they have been on. If blank, it is a blank space.

BONUSES:
- Life Hunters/ Undead/ Famine Horsemen: At any point you may FORFEIT your roll to choose any tile that is NOT a tile with a glyph on it to move to. You can only use this once. Note which tile you are moving to.
- Death Hunters/ Reapers/ Death Horsemen: You may choose EITHER directions horizontal or vertical from each other equal to your dice roll. So if you roll a 4 (right), you may choose instead to go (left). If you roll 1 (up), you may choose instead to go down. This is unlimited.
- Moon Hunters/ Demons/ Conquest Horsemen: Whenever you OVERLAP and step on a tile with a glyph you have already stepped on, you may choose instead, to immediately teleport to a tile with a glyph you have not stepped on. This is applicable two times MAX.
- Sun Hunters/ Monsters/ War horsemen: Your may move UP TO 2 tiles at once in your direction! (You choose how many 1 or 2)
- Mist Hunters/ Ghosts: You may copycat any ability above. Once you copycat it this is your passive ability. Roll a 6-sided dice before you copycat. If even, your copycat fails and you have no special abilities sad You can only attempt to copycat once.
- The goal after all the rolls is to have the players cross at LEAST once all of the tiles cumulatively (at any point in the 10 rolls, they must have landed on these tiles). This means if player A crosses the heart tile and player B crosses Square and X tiles and player D the moon tiles, you are safe! The heart tile is a freebie (counts from the go!)
- Once again any player can cross these tiles at any point in time, but somewhere along the 10 rolls they are granted all the players COMBINED must touch all 5 tiles.
- If these conditions are NOT filled after 10 rolls then you must try again - a large vortex opens up in front of all players and swallows them whole! You have to pay 5 RP points to try again from start...
- If these conditions are filled then move to ROUND 4.
Lucyal
How many
Enoh love
times did
Nio Love
I say
Chimarii
dark, above?