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Post by wingilbear on May 27, 2021 13:40:40 GMT
I will poke the discoloration with an occultum lead spike
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Post by Spwack on May 29, 2021 1:38:41 GMT
Nothing happens. It looks like something strange has been poured on the rock a while ago, but it's all sizzled away by now.
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Post by wingilbear on May 29, 2021 18:15:45 GMT
Hmmm I will head left.
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Post by Spwack on May 30, 2021 9:36:20 GMT
Heading left from the intersection, the strange smell gets stronger and stronger. Looking ahead, you can see strange bluish mushrooms growing from the walls, and beyond them, a warren of twisting passages, all alike. Spores drift through the air, and the walls themselves seem to pulse with fungal growth and strange lights...
((This is a maze. Running mazes without an INT check is still under development in Finders Keepers. Thoughts?))
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Post by wingilbear on May 30, 2021 19:55:23 GMT
I feel mazes should be creative arms races with each side discussing why their responses would make a difference. When one side relents take a step back and assess where you wound up.
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Post by wingilbear on May 30, 2021 19:59:08 GMT
So with this I want to pick some mushrooms (free lights hopefully, and possible food. Phykalla would be ecstatic) and see if I can bend stems or break stuff mess with the flora to show which way I have come from. Showing some arrows and such.
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Post by wingilbear on May 30, 2021 20:05:58 GMT
Does anything show being messed with or broken before hand? Does it look like something goes through this area?
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Post by Spwack on May 31, 2021 15:04:21 GMT
The mushrooms are quite clearly the source of the strange smell, and there are puffs of spores when you pluck them. Maybe if you cooked them for a very long time...? They certainly glow, but it's a hazy luminescence, not a glow like a burning torch.
You tear a path through the tunnels, sure! It's quite useful when you have to back-track, you can definitely see where you've been. Are you trying to explore the maze, find a different exit, or just wander?
You can't any markings or signs, at least, none quite so obvious as the ones you are making.
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Post by wingilbear on Jun 1, 2021 1:48:49 GMT
I feel that seems very scary that this fungus is just untouched. Stuff should be eating it or making trails as they travel through here. Hmmmmm finding the fastest new exit please.
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Post by Spwack on Jun 3, 2021 3:48:52 GMT
You scurry through the maze as quick as you can. You think you feel footsteps behind you, that die away almost immediately again when you stop to listen. Strange noises and mocking laughter echo off the walls. Odds lumps lie beneath matted masses of fungal blooms, surely those aren't corpses under there? The air fills with spores, and you feel your lungs quiver and ache.
And then, you tumble right out back where you started! That's weird, and rather unsettling...
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Post by wingilbear on Jun 3, 2021 17:10:38 GMT
Good to be out. Weird the arrows didn’t help me with avoiding where I started but whatevs. I think I will just stay at the entrance a while and watch. See what I notice. After that I will go back the way I came and down the other end of the fork, the unexplored bit.
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Post by Spwack on Jun 6, 2021 2:36:13 GMT
It genuinely is weird that the arrows didn't help. They certainly were helping at the start, and then they stopped. You get the feeling that you were actively being messed with, it wasn't just an accident that you ended up here again...
Nothing comes out of the archway, except the dying echoes of the faintest laughter...
Heading down that path leads you to a rough and gravelly beach by the side of the winding underground river. The river flows north from here.
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Post by wingilbear on Jun 6, 2021 4:09:28 GMT
Do I recognize this beach? I have travelled the river a fair bit as blerble.
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Post by Spwack on Jun 6, 2021 4:55:53 GMT
Yes you do. It's just a little bit downstream of Cell Block Zero.
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Post by wingilbear on Jun 7, 2021 23:28:58 GMT
Hmmmm, jazz time.
Maybe some scatting
Doo doodlebop doodle dip she do
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Post by wingilbear on Jun 7, 2021 23:29:18 GMT
Looking to catch a lift to cell block 0
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Post by Spwack on Jun 8, 2021 9:20:26 GMT
Worms sure are famous for their love of rhythm!
The Ghost Ship slides serenely up the canal, picks you up, and deposits you only a short walk away from CB0, and I will call this thread complete!
The other thread is still present in CB0, the departure was forestalled by the Professor.
((I can't remember if we ever discussed a cost or drawback to the Ghost Ship, I'm having thoughts. Or, perhaps it is just a facet of the dungeon now!))
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Post by wingilbear on Jun 8, 2021 13:21:59 GMT
Maybe it will start putting its foot down about wanting a figurehead or other improvements
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