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.
You proceed normally and may continue to roll! There are no warnings thus far. Currently on space 9.
60 adrenaline is returned for marking correct traps! Space 10's smell was not marked. Space 15's visual was not marked.
As if enchanted, some of the dirty syringes in the room begin to legitate, giving off an odd glow; there's a strange buzzing sound from the room, and the stink of whatever viscera and fluids had been flushed down the drains years ago all comes flooding back. The syringes, full of a strangle metallic-looking fluid, float after the group, hovering.
Targeting.
50 PULSE. The group MUST MOVE OUT OF THE ROOM in two turns or suffer HP loss and BLEEDING from the attacking needles!
Team stats thus far: 130 HP, Adrenaline 110, 100 PULSE, NO BLEEDING, Items: Med Kit (20 HP).
AREA 2
Please comment here with each new roll.
Team stats thus far: 130 HP, Adrenaline 110, 50 PULSE, NO BLEEDING
ROLL 1
Rolled a 4
Going 4, 8, 9, 10 let me know if this isn't allowed!
no subject
Neither path gives off any warnings.
no subject
no subject
You proceed normally and may continue to roll! There are no warnings thus far. Currently on space 9.
ROLL 2
10, 11, 12, 15, 14, 13
no subject
Space 11 has a SIXTH SENSE and a SOUND.
Space 12 has a SOUND.
Space 15 has a VISUAL.
20 adrenaline/ping to mark.
no subject
no subject
60 adrenaline is returned for marking correct traps!
Space 10's smell was not marked.
Space 15's visual was not marked.
As if enchanted, some of the dirty syringes in the room begin to legitate, giving off an odd glow; there's a strange buzzing sound from the room, and the stink of whatever viscera and fluids had been flushed down the drains years ago all comes flooding back. The syringes, full of a strangle metallic-looking fluid, float after the group, hovering.
Targeting.
50 PULSE. The group MUST MOVE OUT OF THE ROOM in two turns or suffer HP loss and BLEEDING from the attacking needles!
Team stats thus far: 130 HP, Adrenaline 110, 100 PULSE, NO BLEEDING, Items: Med Kit (20 HP).
ROLL 3
Going to 17
no subject
20 ad/mark.
Roll a 2 or greater to get out of the room!
no subject
no subject
The space has been marked and 20 adrenaline returned! You must roll 2 or greater!
ROLL 4
18, 19, and out
no subject