>GM: Finally make a freaking post. Dammit, you have had it up to here with tests, projects, homework, study sessions, coding, enrollment, presentations, debates, and other miscellaneous stuff. Oh, and it's parent's weekend.
On the plus side, I'm listening to Cascade (The song) for about the 15th time while writing this. Still awesome.
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>Greg: Examining the area around you, you fail to find any method that might extend the platform. You do, however, spot some very interesting carvings on the wall nearby.
They seem to be recent, as through carved in the past few days. Though crude and simplistic, you can easily tell what's going on.
A stick figure, with a strange swirl above its head,
is standing on what you assume to be your platform, facing a large gap with a platform on the other side. In the next panel, the swirl appears to be spinning, and a strange glow seems to have enveloped the figure. In the next, and final panel, the figure is now standing on the far platform, raising an arm in victory.
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>Rich: Rich, why are you tying to be Greg? Are you crazy or something?
Landing on the OGRE's head is indeed very mindbogglingly dangerous, but through a series of weird, inane, and quite silly shenanigans, you manage to do so without being killed. The OGRE takes some more damage from your landing, and is beginning to look rather strained, although he's still standing.
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>Dirk: Sadly, it does not appear that the OBLIESK has a clock slot carved into it; you'll probably have to go back in time if you want to examine it in a better state. Now, if only you knew how far back you needed to go...
Wait, you're the Mentor of Time. You totally know exactly how far back you need to go. (Years in the past, but not many.)
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>Team Aldirk: Chas manages to kill the downed OGRE easily enough. Way to go hero, you killed an unconscious victim who couldn't even see you. Clearly only a true hero would do something like that. You should feel so proud of yourself.
A door slides open in the NORTH wall of the room, leading to the next area. It seems to be a pretty simple room, no traps or enemies or anything. Looking up, you can see that there's a large hole in the ceiling, leading to another room right above you.
There's another door, open, in the NORTH wall.
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>Xavier: Heading into the next room, you and C-Diddy find a chest. Opening it, you get the DUNGEON MAP, which will be uploaded later today for reasons that totally make sense in story.
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>Connor: The GM assumes that you make your way back to the Second Gate. You emerge on top of that PYRAMID again, next to the large hole you fell through last time. Looking around, you see that you're, predictably, on another island.
Looking around, you see a couple of other islands, within swimming distance. One to the WEST has a large plume of smoke rising from its center. One to the SOUTH appears to have another large stone structure built on it, similar in structure to the PYRAMID.
It looks like you can climb down the outside of the PYRAMID easily enough, so long as you're careful.
On the plus side, I'm listening to Cascade (The song) for about the 15th time while writing this. Still awesome.
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>Greg: Examining the area around you, you fail to find any method that might extend the platform. You do, however, spot some very interesting carvings on the wall nearby.
They seem to be recent, as through carved in the past few days. Though crude and simplistic, you can easily tell what's going on.
A stick figure, with a strange swirl above its head,
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>Rich: Rich, why are you tying to be Greg? Are you crazy or something?
Landing on the OGRE's head is indeed very mindbogglingly dangerous, but through a series of weird, inane, and quite silly shenanigans, you manage to do so without being killed. The OGRE takes some more damage from your landing, and is beginning to look rather strained, although he's still standing.
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>Dirk: Sadly, it does not appear that the OBLIESK has a clock slot carved into it; you'll probably have to go back in time if you want to examine it in a better state. Now, if only you knew how far back you needed to go...
Wait, you're the Mentor of Time. You totally know exactly how far back you need to go. (Years in the past, but not many.)
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>Team Aldirk: Chas manages to kill the downed OGRE easily enough. Way to go hero, you killed an unconscious victim who couldn't even see you. Clearly only a true hero would do something like that. You should feel so proud of yourself.
A door slides open in the NORTH wall of the room, leading to the next area. It seems to be a pretty simple room, no traps or enemies or anything. Looking up, you can see that there's a large hole in the ceiling, leading to another room right above you.
There's another door, open, in the NORTH wall.
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>Xavier: Heading into the next room, you and C-Diddy find a chest. Opening it, you get the DUNGEON MAP, which will be uploaded later today for reasons that totally make sense in story.
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>Connor: The GM assumes that you make your way back to the Second Gate. You emerge on top of that PYRAMID again, next to the large hole you fell through last time. Looking around, you see that you're, predictably, on another island.
Looking around, you see a couple of other islands, within swimming distance. One to the WEST has a large plume of smoke rising from its center. One to the SOUTH appears to have another large stone structure built on it, similar in structure to the PYRAMID.
It looks like you can climb down the outside of the PYRAMID easily enough, so long as you're careful.