It's a swamp. A wet, marshy, dank, miserable swamp, wreathed in thick, drifting patches of cold fog. While there is solid ground here and there, a single unlucky step in the wrong direction could see you sinking waist-deep into gross swamp water.
Frogs bellow and insects buzz, and from time to time you might notice something a little … unsettling. Glowing eyes in a patch of shadow; a sinuous ripple of Something beneath the otherwise still water; a long, low gurgle …
On Square 11, just before murky swamplands transitions into a spring forest in full bloom, you find a rope-bridge … on a dauntingly steep but not completely unreasonable incline. Good thing it looks sturdy! If you're lucky enough to stop on this square, you may choose to take this shortcut instead of continuing on.
Least they don't seem to expect us to rip each other's faces off this time. Though probably all that means is there's more than enough out there to do it for us.
Seems like a nice, safe square ... until a crocodile lunges out of nowhere!
Roll Speed.
6+: It misses you completely and gets stuck, head-first, in a hollowed out tree stump. 2~5: BOSS BATTLE INITIATED. 0~1: It bodyslams you into the water, immediately reducing your HP to 0.
The ground rises gently, and as it does, a verdant forest springs up around you. The ground is solid but springy beneath your feet, and a huge variety of colourful flowers bloom all around you. Bright sunlight filters through the canopy. The warm, pleasantly scented air is probably a relief after the swamp.
Square 17 marks the beginning of a steep hill, cresting at Square 20, where you'll find the other end of the rope bridge you saw earlier. By the time you reach Square 21, the trees are starting to thin, going from lush, dense forest to steadily more scraggly woodlands.
As you emerge from the trees out into the bottom of a magnificent canyon, the air goes from "warm" and "pleasant" to … "wow I sure am in a desert" and "yikes why is the sun so bright". Here and there you may find some cute cacti or patches of hardy desert shrubs, or skeletons of long-dead creatures. There's a few small ridges you'll need to scramble over as you make your way forward, but overall this section is fairly level.
Square 27 is an interesting one, in that it's a huge skeletal spine laying across a ravine with a river rushing down below. It looks like there used to be a bridge, but, uh. Not anymore. Anyone just scampering along the spine will be fine, but those who have to roll here may be in for an Interesting Time.
Item roll: A clown nose Honk to re-do 1 roll, but lose 1HP. Discard after 2 uses.
Square 24: There's a snake in your clothes. How did it get there? Why did it get there? You may never know. You do know that you just got bit, oh no!
Roll Power or Endurance every turn from now on.
10+: Your body overcomes the poison entirely. 6~9: You resist the poison and soldier on. 2~5: Lose 1HP. 0~1: Succumb to the poison with your HP reduced to 0.
The canyon widens out into the foothills of a miniature mountain range. The sun has disappeared behind roiling dark clouds, and the temperature has dropped significantly. It feels like it could snow at any moment.
There's a steep drop to the west of Square 34 — if you look down, you can see the river from the canyon. Square 35 is a steep, icy staircase leading up into the mountain proper. From there, it's a wintery trail along winding paths, peaking at Square 40. The descent on the other side is rapid, except for Square 42, which is a short but very, very, very dark tunnel.
You've made it through the mountain range! Heck yes! The weather out here is (mostly) mild but drizzly, and the terrain is pleasantly flat and grassy. All that's left is to follow the cobbled country road to and through the town. By Square 48 you'll have reached the town proper — it's pretty and quaint, and seems almost abandoned except for the occasional cat or dog.
Just … watch out around Square 52. The ancient mine shaft may have been paved over, but the workmanship was a little on the shoddy side …
ZONE 1 - SWAMP
Frogs bellow and insects buzz, and from time to time you might notice something a little … unsettling. Glowing eyes in a patch of shadow; a sinuous ripple of Something beneath the otherwise still water; a long, low gurgle …
On Square 11, just before murky swamplands transitions into a spring forest in full bloom, you find a rope-bridge … on a dauntingly steep but not completely unreasonable incline. Good thing it looks sturdy! If you're lucky enough to stop on this square, you may choose to take this shortcut instead of continuing on.
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[he wants outta here, so he's going to roll that die
Turn 1: 5]
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Roll Speed.
6+: It misses you completely and gets stuck, head-first, in a hollowed out tree stump.
2~5: BOSS BATTLE INITIATED.
0~1: It bodyslams you into the water, immediately reducing your HP to 0.
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SQUARE 9 I GUESS WHOOPS
[Can he find any items in here, at least? No, of course he can't. K fishes himself back out of the muck and mutters a string of colorful curses.]
Turn 10, Square 14
[Wait is that gonna be the deer again]
Re: Turn 10, Square 14
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Turn 11, Square 18
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Turn 13, Square 21
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Re: Turn 10, Square 14
HELLO SQUARE NINE
Re: HELLO SQUARE NINE
Fuck! This! Fucking! Game!
Re: HELLO SQUARE NINE
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Re: HELLO SQUARE NINE
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ZONE 2 - FOREST
Square 17 marks the beginning of a steep hill, cresting at Square 20, where you'll find the other end of the rope bridge you saw earlier. By the time you reach Square 21, the trees are starting to thin, going from lush, dense forest to steadily more scraggly woodlands.
Re: ZONE 2 - FOREST Turn 5, Square 15
[rolled 5 to move, putting us on Square 15
rolling 11 to search for an item]
Re: ZONE 2 - FOREST Turn 5, Square 15
[Not with ADP 3 you won't, K.]
Re: ZONE 2 - FOREST Turn 5, Square 15
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Re: ZONE 2 - FOREST Turn 5, Square 15
Re: ZONE 2 - FOREST Turn 5, Square 15
Re: ZONE 2 - FOREST Turn 5, Square 15
Re: ZONE 2 - FOREST Turn 5, Square 15
Re: ZONE 2 - FOREST Turn 5, Square 15
Re: ZONE 2 - FOREST Turn 5, Square 15
Re: ZONE 2 - FOREST Turn 5, Square 15
They're heart shaped! Looking through them allows you to see everybody's stats, including any enemies you happen to run across.
Re: ZONE 2 - FOREST Turn 5, Square 15
A deer leaps out of nowhere, accidentally tackling you back to [square 14] ! Lose 4HP.]
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Turn 6, Square 18
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Turn 7, Square 22
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ZONE 3 - CANYON
Square 27 is an interesting one, in that it's a huge skeletal spine laying across a ravine with a river rushing down below. It looks like there used to be a bridge, but, uh. Not anymore. Anyone just scampering along the spine will be fine, but those who have to roll here may be in for an Interesting Time.
Turn 8, Square 24
Fucking finally.
[rolled 2 to move to Square 24
rolling 11 again for another item search...]
Re: Turn 8, Square 24
Re: Turn 8, Square 24
Re: Turn 8, Square 24
Honk to re-do 1 roll, but lose 1HP. Discard after 2 uses.
Square 24: There's a snake in your clothes. How did it get there? Why did it get there? You may never know. You do know that you just got bit, oh no!
Roll Power or Endurance every turn from now on.
10+: Your body overcomes the poison entirely.
6~9: You resist the poison and soldier on.
2~5: Lose 1HP.
0~1: Succumb to the poison with your HP reduced to 0.
Re: Turn 8, Square 24
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Turn 9, square 29
also rolls an 11 on an item-search roll.]
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Turn 14, Square 23
[Valor is heavier than he looks, and appears to be made of limbs. But K can't just leave him.]
Did anyone get where that put was, last time?
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Turn 15, square 24.
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Turn 16, Square 29
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Re: Turn 16, Square 29
ZONE 4 - MOUNTAIN
There's a steep drop to the west of Square 34 — if you look down, you can see the river from the canyon. Square 35 is a steep, icy staircase leading up into the mountain proper. From there, it's a wintery trail along winding paths, peaking at Square 40. The descent on the other side is rapid, except for Square 42, which is a short but very, very, very dark tunnel.
ZONE 5 - TOWN
Just … watch out around Square 52. The ancient mine shaft may have been paved over, but the workmanship was a little on the shoddy side …