Chapter 2: Still Caverns Run Deep

You've made a lot more turns than that by now, though you do know where you are.

Scott

"Alright, let's go back. We can pop back to the main covenant to lose the fur whilst we're at it."

He doesn't have any particularly bright ideas for the marker, unfortunately.

Once everyone else is happy, he'll start following Alcimus back through the tunnels to the huge cavern.

"Good." Assuming we walk back through to the covenant entrance, Fray isnt planning anything special.

Gregorius will pop back through to the "real world" to leave the rabbit's fur. Then, onwards!

Up a stream, or back past the rabbit?

"Perhaps let's deal with the rabbit warren first? We at least have a start there. "

Back into the warren, then.

Is Fray marking our route as we go?

Yes, marking each passage.

  • CrIm a pointer. Base 1 for a single sense. T:Touch +1, D: Moon +3, T:Ind +0. Roughly CrIm5.
  • CT is 16+roll halved. (Cr 3, Im 1, Stm 3, Aura 7, w&g 2 + roll)/2.

How many rolls?

Once the get back to the scene of the rabbit fight, Gregorius will check nothing has noticably changed from how they left the scene, then go on with Alcimus to where the rabbit charged them from.

Let's say 8.

Scott

Rolling 16 times then, each is a casting roll then a weirdness roll. The only reason I'd stop is on a nasty botch.

  • [url=http://invisiblecastle.com/roller/view/4561435/]1d10=2, 1d10=6, fine
  • 1d10=10, 1d10=9, Potential botch
  • 1d10=7, 1d10=7, fine
  • 1d10=4, 1d10=5,fine
  • 1d10=8, 1d10=5,fine
  • 1d10=10, 1d10=10, Potential botch and a Weird result
  • 1d10=3, 1d10=5,fine
  • 1d10=3, 1d10=9, fine[/url]

The the botch checks:

  1. 1d10=6, so OK.
  2. 1d10=5, so OK, as long as the weird result isn't enough to make folks crazy.
  3. Weird result for a CrIm effect? varying degrees of translucence in the image, multi-coloured, shimmering like my sigil?

OK, so what next?

Scott

It hasn't changed. What then?

Scott

It should be a little more inconvenient, so let's say the spell creates two copies of the marker, one in the passageway, and one in the front of Fray's clothes.

Scott

"I'm starting to enjoy spontaneous imagonem less and less." Looks downward at the symbol, and scowls. "Doing these insignia already slows us, I'll not slow any further dealing with it. "
"Sorry for the delay, Let's continue to see what other vermin is present. "

Onwards round the corner. Then assuming there's nothing of particular note there, continue exploring the labyrinth - maybe taking upwards sloping passages where there's a choice?

To Fray, he suggests:

"Maybe create a stick of chalk with a month duration? Or Muto it from some of the local rock? That way you can mark the walls with something that shows up now, but will be gone or indistinguishable later."

Nothing interesting around the corner, or the next or the next, though the magi begin to notice that the passages are eerily level--no upward or downlward sloping at all. Eventually, though, they do finally stumble onto one of the streamsm, which is not unlike the ones outside the regio.

Scott

Is the stream blocking or ending that chamber or just a feature of it? And how large / deep is both?

The passage you're following crosses the stream, which runs down a passage of its own. You could ford it pretty easiliy--it's not more than a foot or two deep at most.

Scott

"Shall we try following the stream to its source?" Gregorius suggests.