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.
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 smell something sweet on the air, and ... oh, oh no. You're getting sleepy. You're getting very very sleepy.
Everyone must roll Endurance.
6+: You suddenly sneeze and the sleepy feeling goes away, leaving you bright and full of energy. 2~5: You're ssssooo sleepy. Lose 1 in every stat until you pass square 26. 0~1: Fall into a dead sleep. Roll Power 6+ to wake up. A unitmate can save you with a Power roll of 6+. Miss two turns.
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 …
START
Re: START
Re: START
Re: START
Re: START
Re: START
Re: START
Re: START
Re: START
Re: START
Re: START
Re: START
Re: START
Re: START
Re: START
Re: START
Re: START
Re: START
Re: START
Re: START
Re: START
Re: START
Re: START
Re: START
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
EVENT
Re: Turn 1
Re: Turn 1
Re: Turn 1
Re: Turn 1
Re: Turn 1
Re: Turn 1
Re: Turn 1
Re: Turn 1
...
Re: Turn 1
Re: Turn 1
Re: Turn 1
TURN 2.
[ at least he doesn't roll the dice right into the swamp. that's got to count for something. ]
EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Turn 3
Turn 9
We're on Square 9 and Cosmo rolls a 2 which means square 11... straight on to square 19?
That's how much we didn't miss you,
swamp.]
EVENT
Re: Turn 9
Re: Turn 9
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, SQUARE 13 EVENT
Everyone must roll Endurance.
6+: You suddenly sneeze and the sleepy feeling goes away, leaving you bright and full of energy.
2~5: You're ssssooo sleepy. Lose 1 in every stat until you pass square 26.
0~1: Fall into a dead sleep. Roll Power 6+ to wake up. A unitmate can save you with a Power roll of 6+. Miss two turns.
Re: TURN 3, SQUARE 13 EVENT
Re: TURN 3, SQUARE 13 EVENT
Re: TURN 3, SQUARE 13 EVENT
Re: TURN 3, SQUARE 13 EVENT
Re: TURN 3, SQUARE 13 EVENT
Re: TURN 3, SQUARE 13 EVENT
Re: TURN 3, SQUARE 13 EVENT
Re: TURN 3, SQUARE 13 EVENT
Re: TURN 3, SQUARE 13 EVENT
Re: TURN 3, SQUARE 13 EVENT
Re: TURN 3, SQUARE 13 EVENT
Turn 4
Which actually is back to swamp 11.
EVENT
Re: EVENT
turn 5
EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Turn 6
Turn 10
EVENT
Re: EVENT
Re: EVENT
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
...
...
...
...
...
...
...
...
...
...
...
...
Re: EVENT
ITEM
Re: ITEM
Re: ITEM
Re: ITEM
Re: ITEM
...
...
turn 12.
EVENT
ACTUALLY TURN 11
Turn 12
Re: Turn 12
ITEM
Re: ITEM
Re: ITEM
Re: Turn 12
ITEM
Re: Turn 12
Re: Turn 12
EVENT
Re: EVENT
Turn 13
EVENT
Re: Turn 13
Re: Turn 13
Re: Turn 13
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 6, SQUARE 26 EVENT
Re: TURN 6, SQUARE 26 EVENT
Re: TURN 6, SQUARE 26 EVENT
Re: TURN 6, SQUARE 26 EVENT
Re: TURN 6, SQUARE 26 EVENT
Re: TURN 6, SQUARE 26 EVENT
Re: TURN 6, SQUARE 26 EVENT
Re: TURN 6, SQUARE 26 EVENT
Re: TURN 6, SQUARE 26 EVENT
Turn 7
[Speed demons. Gotta watch that footing.]
EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: ZONE 3 - CANYON
well shit. ]
EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
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.
turn 14.
EVENT
Re: turn 14.
Re: turn 14.
Re: turn 14.
Re: turn 14.
Turn 15
EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Turn 16
EVENT
Re: Turn 16
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 …
turn 17.
EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Turn 18
EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
...
...
...
...
turn 19.
EVENT
Re: EVENT
Re: EVENT
Turn 20
EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: EVENT
Re: ZONE 5 - TOWN
Re: ZONE 5 - TOWN
Re: ZONE 5 - TOWN
Re: ZONE 5 - TOWN
FINISH
Re: FINISH
Re: FINISH
Re: FINISH
Re: FINISH
Re: FINISH
Re: FINISH
...
...
...
...
...
...
...
...
...
...
...
...
...
...