Quote:
Nisha: 10 HP // 0 Turns before you need Air // 80 / 120 to the Exit
Shun: 5 HP // 0 Turns before you need Air // 80 / 120 to the Exit
Note: You have arrived at your location. You have temporarily regained your senses but you are completely submerged under water and must hold your breath.
Before you can continue you must Roll 1D20 - Score determines how many turns you can hold your breath for.
On each of your turns you must determine what action you wish to do:
Search, Collect or Begin your Escape. You may only do one. Remember once you run out of breath you will start to drown and the Tunnel is completely filled with water.
Search: There are hidden objects in this chamber but you must locate them first.
Defeat the Stealth Check of 150, your level of success will determine how much you see. (1D100)
Collect: If you have found an object then you may attempt to remove it from whatever is holding it down.
Defeat the Strength Check of 150. (1D100)
-Note: For every item you, personally, are carrying take a -1 to your Movement Roll when escaping. If your modifier causes you to go into the Negatives in your Movement Roll that does mean you are being dragged back down, keep that in mind for how many treasures you try to take.
Escape: Once you are ready, you may begin moving back towards the Entrance of the Tunnel.
1st Roll
The score determines how far you go. So long as you both are moving together your scores are added together and you move together. However should either or both of you wish to return to the entrance you must travel however far you've gone back.
2nd Roll
Score of 1 - Triple your 1st Roll.
Score of 2 to 5 - Double your 1st Roll.
Score of 6 to 8 - N/A
Score of 9 - Null your 1st Roll.
Score of 10 - Deduct your 1st Roll.
GM's Turn
... Nisha becomes blind.
... Shun loses his sense of touch.
... Trap Triggered. (0/2 Turns)
... Nisha becomes deaf.
... Trap Triggered. (1/2 Turns)
... Shun becomes blind.
... Trap Triggered. (2/2 Turns) Your Movement are doubled for this round but you take -10 Damage
... Tunnel Floods. (0/4 Turns)
... Nisha becomes mute.
... Tunnel Floods. (1/4 Turns)
... Shun looses the sense of smell
... Tunnel Floods. (2/4 Turns)
... Regain Senses
... Tunnel Floods. (3/4 Turns)
... Tunnel is Completely Flooded.
Shun: 5 HP // 0 Turns before you need Air // 80 / 120 to the Exit
Note: You have arrived at your location. You have temporarily regained your senses but you are completely submerged under water and must hold your breath.
Before you can continue you must Roll 1D20 - Score determines how many turns you can hold your breath for.
On each of your turns you must determine what action you wish to do:
Search, Collect or Begin your Escape. You may only do one. Remember once you run out of breath you will start to drown and the Tunnel is completely filled with water.
Search: There are hidden objects in this chamber but you must locate them first.
Defeat the Stealth Check of 150, your level of success will determine how much you see. (1D100)
Collect: If you have found an object then you may attempt to remove it from whatever is holding it down.
Defeat the Strength Check of 150. (1D100)
-Note: For every item you, personally, are carrying take a -1 to your Movement Roll when escaping. If your modifier causes you to go into the Negatives in your Movement Roll that does mean you are being dragged back down, keep that in mind for how many treasures you try to take.
Escape: Once you are ready, you may begin moving back towards the Entrance of the Tunnel.
1st Roll
The score determines how far you go. So long as you both are moving together your scores are added together and you move together. However should either or both of you wish to return to the entrance you must travel however far you've gone back.
2nd Roll
Score of 1 - Triple your 1st Roll.
Score of 2 to 5 - Double your 1st Roll.
Score of 6 to 8 - N/A
Score of 9 - Null your 1st Roll.
Score of 10 - Deduct your 1st Roll.
GM's Turn
... Nisha becomes blind.
... Shun loses his sense of touch.
... Trap Triggered. (0/2 Turns)
... Nisha becomes deaf.
... Trap Triggered. (1/2 Turns)
... Shun becomes blind.
... Trap Triggered. (2/2 Turns) Your Movement are doubled for this round but you take -10 Damage
... Tunnel Floods. (0/4 Turns)
... Nisha becomes mute.
... Tunnel Floods. (1/4 Turns)
... Shun looses the sense of smell
... Tunnel Floods. (2/4 Turns)
... Regain Senses
... Tunnel Floods. (3/4 Turns)
... Tunnel is Completely Flooded.
Come Play
+2 Movement from Transformation
-5 HP Per Turn
-5 HP Per Turn
Kurosu Daiku
-2 Movement from Treasure
-5 HP Per Turn
-5 HP Per Turn
Quote:
GM Roll
1D4
Score of 1 - Nothing Happens
Score of 2 - Burst of Strength allows Nisha's next movement Roll be double.
Score of 3 - Nothing Happens
Score of 4 - Burst of Strength allows Shun's next movement Roll be double.
1D4
Score of 1 - Nothing Happens
Score of 2 - Burst of Strength allows Nisha's next movement Roll be double.
Score of 3 - Nothing Happens
Score of 4 - Burst of Strength allows Shun's next movement Roll be double.
The duo will feel their lungs burning with the need to breathe, darkness decidedly edging their vision. It wouldn't be much longer before they lost consciousness.