MarbitChow wrote:The group makes its way through a twisting, winding tunnel. The further along they get, the less rough the tunnel appears. First wooden supports appear, adorned with small magical lamps to light the way, then the dirt floor is replaced by stone tiles, and finally the ceiling and walls themselves transition to stonework. You eventually make your way to the Hex Border, beyond which you can see that the tunnel continues for a dozen or so yards before ending in a pair of doors that look significantly larger and sturdier than the last two you encountered at the entrance. These doors look like they might even stand up to siege equipment for a while, although it's hard to be certain from this distance.
You realize that, if you cross the hex border here, you'll be forced to end turn in that new hex, no matter what you find, and so you pause to discuss your options before continuing. Nemo estimates that you're about 3 turns away from Tenebris, which is to the south east of your current location.
There are a pair of doors, each 2 squares wide, making the entrance 4 squares wide in total. If you had to guess, you think that the doors open inwards, away from you. You don't see any arrow slits, but now that you're looking more closely (well, as closely as you can look from a dozen yards away), there DOES seem to be slightly-discolored sections of stone that form rectangles above the doors; it is possible that those sections can be opened...Nnelg wrote:Marbit, could we potentially bar those doors from our side? Also, how wide are they? Are there any sort of arrow slits in the walls?
MarbitChow wrote:Shortly after the turn begins, Nemo receives a Thinkagram from King Creperum. The King greets Nemo, mentioning that he sensed Whump's croaking. He asks for a status report.
Nnelg wrote:Marbit, which version of the Foolamancy rules are we using now?
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