Nathan then tried to attach the charm to the other end of his Earth Staff. He also picked up the chest. As in he's claiming the chest itself as an item
"Maybe it's just me, but it seems like it's actively trying to resist Mr. Coal's attempts to break tradition. This may be a good research topic." Realizing that he's essentially talking to himself, N follows Belighor into the uncharted regions of the floor.
Nathan frowned. "...I wonder..." He then used the wand of digging on the ceiling, over an undamaged floor section to see if he can break the roof, make goblins or slimes fall down, etc. (charge three of three)
You fall the hallway to another big, open room. There's another chest here, but it's very small, and appears to be constructed of birchwood, rather than the heavy oaken chests you've been finding so far. It's really more of a lockbox.
There is another hallway on the right side of this room.
(Nathan)
While moving the rubble, you trip, and fall down the hole.
It is very dark here, and you cannot see anything. Further, there is no sign of your imp. After fumbling around for a few moments, you fall down another hole, and somehow end up back where you started, albeit, flat on your back.
The lockbox contains a diamond-shaped, blue pendant. It appears to be constructed of a thin metal, such as copper or tin. It doesn't seem to be magical in any obvious way.
N looked at Nathan with a look of utter confusion.
"...More evidence for my theory, I suppose. Perhaps it would be best if you stopped testing the boundaries of the dungeon for a while, Mr. Coal. Let the Dungeon cool down for a bit." As Nathan ran past him, N looked at the pendant around Belighor's neck.
"If you wanted a more pertinent question N, then just ask yourself this, What happened to the goblins that ran away from us on the first floor, if they're not here" Demei pointed out.
N stopped for a moment. This was the first time that the skald had shown anything resembling intellectual thought.
"Most likely," N said, still a bit surprised,"They're in another portion of the floor. Ever-shifting passageways, and so forth." He paused for a moment. "I don't think I ever got your name, actually."
Perhaps the first summoner dungeoneers are likely to encounter, Summon Skulls are floating undead creatures that rely on summoned minions to fight for them. They're quite fragile, however, and are easily dispatched with a few well-placed hits.
Summon Skulls resemble floating, ghostly skulls with a colored tint (usually red or blue). They can speak, but rarely do so for reasons other than reciting summoning spells. They are generally believed to be the ghosts of necromancers who did not cast any particular preparations for the afterlife, and are as such, trapped in this form.
Spell List
Raise Lesser Skeleton -- The caster targets a nearby corpse and raises a single skeletonized version of the target creature. The skeleton has a third base HP, and does half the damage (rounded down) of the original creature. The skeleton has no abilities. [MP: 30] [Range: Any LOS]
Tongue of Skull's Flame -- The caster spits a bolt of ghostly energy at a target. Dealing 1d6 Negative Energy damage. [MP: 20] [Range 3: Line]
Mana Vampirism -- The caster attempts to suck the mana out of an enemy spellcaster. Stealing 20 mana on a successful attempt (40% success). [MP: 10] [Range: Any LOS]
Nathan frowned. "...Yeah, that sounds bad..." He summoned his imp. "Imp, can you go and take care of the summoner skull for me? ...Also I tried to follow you down the hole and ended up falling up a floor"
"Mr. Coal has a Lifesaving charm. Unless his antics cause him to remove it, I doubt that he'll be in any serious trouble." N looks uneasily towards Belighor and Kenneth.
Comments
(Nathan)
You fail to craft anything.
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
He takes the potion of cure poison and sticks it in his rucksack.
(Nathan)
The chest appears to be stuck to the floor.
(Nathan)
You fail to climb down the hole.
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
The wand must've struck a sold part of a wall, all that falls down is rubble.
Your wand is now empty. Keep it? (y/n)
(Belighor, N.)
You fall the hallway to another big, open room. There's another chest here, but it's very small, and appears to be constructed of birchwood, rather than the heavy oaken chests you've been finding so far. It's really more of a lockbox.
There is another hallway on the right side of this room.
(Nathan)
While moving the rubble, you trip, and fall down the hole.
It is very dark here, and you cannot see anything. Further, there is no sign of your imp. After fumbling around for a few moments, you fall down another hole, and somehow end up back where you started, albeit, flat on your back.
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
"...More evidence for my theory, I suppose. Perhaps it would be best if you stopped testing the boundaries of the dungeon for a while, Mr. Coal. Let the Dungeon cool down for a bit." As Nathan ran past him, N looked at the pendant around Belighor's neck.
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
"Most likely," N said, still a bit surprised,"They're in another portion of the floor. Ever-shifting passageways, and so forth." He paused for a moment. "I don't think I ever got your name, actually."
(Demei)
This box, unlike the chest, moves fine.
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
"Belighor, she and I were over here. Frankly, I'm not certain if he actually did fall through the hole."
(Nathan)
As you near the end of the hall, your copy of the Bestiary flutters.
-----
Summoner Skull
Level: 2L: 2
Type: Undead / Spellcaster / Incorpreal
HP: 10 + 1d10
MP: 1d20+20
ATK: 0
DEF: -
Mg.ATK: 50
Mg.DEF: -
Schools: Necromancy
Perhaps the first summoner dungeoneers are likely to encounter, Summon Skulls are floating undead creatures that rely on summoned minions to fight for them. They're quite fragile, however, and are easily dispatched with a few well-placed hits.
Summon Skulls resemble floating, ghostly skulls with a colored tint (usually red or blue). They can speak, but rarely do so for reasons other than reciting summoning spells. They are generally believed to be the ghosts of necromancers who did not cast any particular preparations for the afterlife, and are as such, trapped in this form.
Spell List
Raise Lesser Skeleton -- The caster targets a nearby corpse and raises a single skeletonized version of the target creature. The skeleton has a third base HP, and does half the damage (rounded down) of the original creature. The skeleton has no abilities. [MP: 30] [Range: Any LOS]
Tongue of Skull's Flame -- The caster spits a bolt of ghostly energy at a target. Dealing 1d6 Negative Energy damage. [MP: 20] [Range 3: Line]
Mana Vampirism -- The caster attempts to suck the mana out of an enemy spellcaster. Stealing 20 mana on a successful attempt (40% success). [MP: 10] [Range: Any LOS]
(Summon Fire Imp)
(Nathan)
Your Fire Imp blows a razzberry at you, before turning around to execute your orders.
Your Imp spits a Bolt of Flame at the Skull, and sending it up in flames.
[FLOOR CLEARED]
(Nathan)
Your Imp flexes.
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead