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.
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.
4+: You successfully ignore it. 0~3: Made you look! A large, slimy, many-jointed hand shoves you and you faceplant into the water! You find a(n absolutely useless) clown horn, but miss a turn.
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.
You find a A Mystical Looking Glass Focus on a square on your map — this mystical item will let you know what might happen if you land on it! If the square involves a check roll, add 2 to your roll.
Vanishes after two uses.
BUT THEN: A deer leaps out of nowhere, accidentally tackling you back to [square 14] ! Lose 4HP.
[........And just in case she summons a rain of swords with Living Forge to prevent--or at least hit--any deer assassins who attempt to come after her, this is a vendetta now]
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.
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 …
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...What're you guys doing in here?
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[....checking rules.]
[Nothing about sacrificing outside of unit so! Probably fine!!!]
We're playing a game? I guess luck just had us two together?
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[he sounds lightly concerned but that's only because last game he was teamed with another unit he almost died as did Talon and Glory]
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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.
TURN 1
Moving from square 1 to square 5
[into the swamp we go /o/ (though not without reservations)]
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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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Turn 9
[ Move from Square 9 to Square 10 ]
I guess I get to experience this area myself now...
EVENT
Roll Endurance.
4+: You successfully ignore it.
0~3: Made you look! A large, slimy, many-jointed hand shoves you and you faceplant into the water! You find a(n absolutely useless) clown horn, but miss a turn.
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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.
TURN 3
move from 10 > 15]
[also rolled 10(!) for item search]
Huh...less creepy out here, at least...
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Focus on a square on your map — this mystical item will let you know what might happen if you land on it! If the square involves a check roll, add 2 to your roll.
Vanishes after two uses.
BUT THEN: A deer leaps out of nowhere, accidentally tackling you back to [square 14] ! Lose 4HP.
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Turn 4
[ Pausing to try the Mystical Looking Glass before they move. ]
EVENT (square 20)
Roll Speed.
6+: The wolf steps forward … and falls into a pit trap.
2~5: BOSS BATTLE INITIATED.
0~1: It bodyslams you, immediately reducing your HP to 0.
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TURN 5
EVENT
TURN 6 NOW
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ITEM
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TURN 10
EVENT
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TURN 11
move from 14 to square 15]
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Re: ZONE 2 - FOREST
14 > 15]
[........And just in case she summons a rain of swords with Living Forge to prevent--or at least hit--any deer assassins who attempt to come after her, this is a vendetta now]
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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 7
Moved from square 21 to square 23 which means suddenly canyon]
Oh, it changed again.
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TURN 8
moved from 23 > 29, phew, skittered over that river spine]
[Her broadsword is out, ready for any more animal companions,]
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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 …