Ari Posted May 7, 2018 Author Posted May 7, 2018 @Supercape How about it, Cape? What's more likely to bring Murk out of his funk?
Zeitgeist Blue Posted May 7, 2018 Posted May 7, 2018 If both fail then Salvo can just carry Murk over her shoulder and hightail it out of the room.
Supercape Posted May 7, 2018 Posted May 7, 2018 Either / Or? Seems we are out of combat so just a matter of time anyway. Or, if its one of those time critical things, could always use the Medicine skill "Revive"? Depends on your judgement I guess!
Zeitgeist Blue Posted June 2, 2018 Posted June 2, 2018 Can I aid Mr. Murk with a Knowledge (Arcane Lore) on whatever he chooses to do next? Knowledge (Arcane Lore) = 1d20 + 15 = 17 + 15 = 32 So that would be a +4.
Ari Posted June 2, 2018 Author Posted June 2, 2018 Works for me! @Supercape For free, to get us going, Murk has a real strong hunch about the symbolism of an aperture in the ceiling above dream!Salvo and dream!Emerald Spider as they pace in an sealed box not being just poetic license. And sideways and down are pretty for sure dead-ends.
Supercape Posted June 2, 2018 Posted June 2, 2018 Ok lets see if this works... Mr Murk is using dimensional travel, as per his array, Supermovement 1 (“the Murk”, Extras: Affects Others, Area [Burst], Feats: Progression Area 3 [50’ radius], Selective) [8/8 PP] Hopefully everyone agrees to come along! This doesn't get them out of the trap, but it does at least take them to another dimension, The Murk, where the walls may still be there but the ghosts may not. As per character sheet, the Murk has crunmbling gloomy analogues of the real world but does not exist where there is sunlight. THis may not work and feel free to bend and twist this, or just fiat it away, Ari. There is a littlle bit on the Murk in the PC sheet. It has the disadvantages of being a distraction DC 10 environment (spookiness, uneasiness, flies), and causing 1 WIS damage / hour, but hopefully we wont need it that long!
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