...Well, we rolled a six. Should we just head straight for the exit, or do a little detour? We could leave now, but even with the detour, we'll only be adding one more turn. Going on the detour would have us go to 6, and then head back to 4...
The short path involves the group veering off away from the larger central lobby, into the back areas that the cleaning staff would use; everything is cramped and dark, making it harder to move around and see. However, the exit is easy to find. The room smells like mildew and the dust is thick.
ROLL FOR THE SPACES YOU CAN MOVE. PICK WHICH SPACE #S TO WALK ON FROM THE GIVEN MAP.
...It's kind of sad that the short path has more obvious positions of items... But are we going with the long path or the short one? Long at least shouldn't be more dangerous than what we just did, at least...
Okay everyone, we got a 6. The only place we can guarantee that there's an item is 16. Do we want to try to wind our way around this initial room, or just try to go straight for 16?
The long path means you are walking through the area patients would be "resting," on rows upon rows of hospital beds. there are plenty of rotten chairs scattered around, tipped and some even smashed against walls. Each bed and chair has straps on them. There are drains all over the cold concrete floor. Stained plastic sheets lay over a few of the empty (?) beds.
To be honest, there's not a significant difference if we go straight for the exit. The long one's two tiles longer, but... The traps will probably also be twice as expensive if we take the short run, judging by our previous experience.
Now then... We're probably going to have to go straight for the exit no matter which choice we go with... The question is, do we go for the long route or the short one? The long one will have us go over an extra tile, but...
The short path leads to the dimly-lit interior of a sprawling laboratory. Cages line the walls, as do beakers full of unknown liquids and indechiperable textbooks. Strange, runic symbols are everywhere, glowing with an unnatural light. The reek of blood and chemicals hangs in the air.
AREA 1
Please comment here with each new roll.
Team stats thus far: 150 HP, 190 ADRENALINE, 50 PULSE, NO BLEEDING
DISCUSSION
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Shoot for. . . the exit?
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I don't know what kind of strategy to go for, here. I'll leave that up to you.
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SHORT PATH.
ROLL FOR THE SPACES YOU CAN MOVE. PICK WHICH SPACE #S TO WALK ON FROM THE GIVEN MAP.
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AREA 2
Please comment here with each new roll.
Team stats thus far: 100 HP, 190 ADRENALINE, 150 PULSE, NO BLEEDING Items: BANDAGE
DISCUSSION
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With that in mind, the long path may make more sense, but I am willing to listen to what others have to say.
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Re: AREA 2
LONG PATH
ROLL AND SELECT YOUR SQUARES.
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AREA 3
Please comment here with each new roll.
Team stats thus far: 100 HP, 190 ADRENALINE, 240 PULSE, NO BLEEDING Items: BANDAGE
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ROLL FOR INITIATIVE.
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