[X] Plan Contingency Expanded
-[X] Same as contingency, but extend (do get essayism for free, do generate enough SC) to simply (do generate enough SC).

This outcome is reasonably likely at this point, so I think it would be best to cover for it. We're at estimated ~11.5 SC and I don't know if we've qualified for any free version of essayism. The plan should cover this potential turn of events.
 
Class of Concepts, Day 10 - Not all formatting is final. A large amount of out of character off-topic text will be edited out in the future.
JOE
[Mersault is awarded 1 XP for stasising ha`Sartan.]
[Andre is awarded 3 XP for generally questionable logic and actions involving the Xianxia Trash.]
[A new Day is Dawning.]
[Vibrancy pulses out from the Class, restoring color and definition to all unexplored territories.]
[Some minor changes have been made to the areas near the City; a River has been added to the road (with a Culvert, of course) and the existence of non-autumnal Trees has been added.]
[Today, Kaleidoscopic Capabilities uses the Concept 'Mute'.]
[Rolling for certain occurrences related to past events...]
[Finish Preparations??: 12. No. Progress is made.]
[Expand, Buried Sanctuary: 14.]
[Not A Homestuck Reference: 10.]
[DUMBLEDORE SAID CALMLY: 19. The action taken is both calm and sensible. There is a paper on the Car windshield, and a Burner Phone next to it.]
[A whole Day lies before you. What. Do you do?]

คຖ໓rē ¢hค໐Ş
(Mute - make something unable to create sounds. Make people unable to speak or scream, make objects affected fall silently, etc.)
There is a paper on the Car windshield, and a Burner Phone next to it.
>Check what these two are about
JOE
[Reifying...]
[Mute Target, Level 1]
[The target is unable to produce any sounds. Physical actions are unaffected, simply made silent. Sustained indefinitely for 3 targets; additional Mutes have a DC of Existing Targets-Ability Level.]
[Enrolled negate if their Roll+1/4 their level is greater than your Roll + 10x this skill level.]
[Acceptable?]


[The Paper reads: 'Call the number saved on the Burner Phone to open negotiations.']
คຖ໓rē ¢hค໐Ş
"Hmm, it was a long sleep". - take the phone and paper. Go towards fast food restaurant.
JOE
Joe wakes up and follows Andre out like a crouching individual who has been defeated.
The Winds Of Chance
Result: 1d30 (2) - 10

JOE
[the Fast Food Restaurant has been locked.]
คຖ໓rē ¢hค໐Ş
>Go into the Mall
The Winds Of Chance
Result: 1d100 (3) - 80

JOE
[...Locked as well.]

ImDead1ns1de
Meursalt wakes up in the car. He looks around for his classmates.
The Winds Of Chance
Result: 1d20 (9)

JOE
[Although they are theoretically in line of sight, they are far enough away- at the Mall- that Mersault does not see them.]
ImDead1ns1de
Meursalt crabs around and looks at the paper in the windshield.
คຖ໓rē ¢hค໐Ş
Mutter: "What did happen here?"
>Go towards Home and knock on the door
JOE
[Andre took the paper, so it is not there.]
The Winds Of Chance
Result: 1d80 (1) - 60

JOE
[The door is locked. Nobody comes to answer it.]
คຖ໓rē ¢hค໐Ş
"Looks like a ghost town..."
ImDead1ns1de
Meursalt did not take a paper because there was no paper. He instead walks around trying to find his classmates.
JOE
[New buildings loaded on IRISmaps: House. Hot House (covered in climbing ivy). Old Lady House. Library. Arcade. Government. probably they are all locked.]

The Winds Of Chance
Result: 1d6 (4)

คຖ໓rē ¢hค໐Ş
>Try to find some open building. Check Library, then Arcade
JOE
[Mersault guesses the Fast Food, seeing it is locked.]
The Winds Of Chance
Result: 1d200 (15) - 180
Result: 1d100 (80) - 80

ImDead1ns1de
Meursalt tries to look for business hours on the fast food restaurant.
JOE
[the Library and Arcade are both Locked.]
The Winds Of Chance
Result: 1d20 (13)

คຖ໓rē ¢hค໐Ş
>Just fly around the town and see what thing it has. Maybe even find people?
JOE
[Mersault does not find anything obviously denoting business hours.]
The Winds Of Chance
Result: 1d20 (15)

ImDead1ns1de
Meursalt scratches his head. He tries to peek inside the restaurant.
JOE
[Andre flies around, loading the rest of the city: a Resteraunt, a Train Station, a Florist, 4 buildings that have not had obvious identities assigned, and on the left side of the city is a beach with a harbor.]
The Winds Of Chance
Result: 1d20 (19)
Result: 1d20 (9)

JOE
[Andre also finds a blond person with a surfboard standing on the beech.]
ImDead1ns1de
(surfer dude?)
JOE
[Mersault looks at the inside of the fast food place. The lights are off, but the establishment is otherwise unchanged.]
JOE
[female.]
ImDead1ns1de
(is the worker still there or nah?)
JOE
In other news, Joe has been left behind! He walks back to the Car on general principle.
คຖ໓rē ¢hค໐Ş
>Use mute on myself, sneak up on blond person and gently tap them on shoulder. Turn mute off and say hello.
The Winds Of Chance
Result: 1d20 (7)

JOE
[Mersault does not see a worker there.]
The Winds Of Chance
Result: 1d20 (12)

ImDead1ns1de
Meursalt briefly considers thievery but manages to suppress the impulse. He instead ventures to a random place to try and find his classmates.
JOE
[The Blond Surfer Girl turns around and looks at Andre, the Furry Dragon Who Appeared Behind Her Without Warning, and apparently accepts this without any curiosity on the matter.]
["wassup?"]

The Winds Of Chance
Result: 1d20 (1)
Result: 1d20 (15) + 1d10 (8)

JOE
[Mersault decides he should search the train tracks, visible in the sky.]

[luckily, Joe notices him before he can go to the train tracks and walks over.]
คຖ໓rē ¢hค໐Ş
"Great weather, isn't it? I was flying around, but saw there is no people. Towns usually have a lot of people. Well, if its not a ghost town... Where are everyone?"
ImDead1ns1de
Meursalt thinks he can he thinks he can and tries his best to fly.
JOE
"where're you going?"
The Winds Of Chance
Result: 1d20 (13)

JOE
[Meursault fails to grant himself wings via imagination.]
The Winds Of Chance
Result: 1d20 (2)

ImDead1ns1de
Meursalt crabs and asks Joe where Andre is.
The Winds Of Chance
Result: 1d20 (18) + 1d10 (4)

JOE
"He went flying in that approximate direction." Joe replies, gesturing roughly in the direction Andre flew.
ImDead1ns1de
Meursalt crabs that they should go find him before something happens.
JOE
["Huh, everyone's missing? Usually the City's pretty lively. Can't say I know why. Could be a monster, could be they all had a drunken bender and wiped out..."]

"Yeah, probably." Joe replies and gets walking.
ImDead1ns1de
Meursalt crabs along with Joe.
คຖ໓rē ¢hค໐Ş
"Monster?! There are monsters here usually?"
JOE
["Nah, nah. But there's gotta be some reason everyone's missing, right? Between the Old Lady touching alchohol and sumkinda monster, I'm thinking the latter."]
คຖ໓rē ¢hค໐Ş
"What a lovely place" - smiles and scratches his chin - "Anyway, I didn't even introduce myself. Andre, nice to meet you stranger!" - extended his paw for a handshake
JOE
Joe, having presumably reached the beech, rolls to notice Andre and the Blond Surfer Girl, the only people on the beech.
The Winds Of Chance
Result: 1d20 (14) + 1d10 (4)

JOE
[Joe successfully has eyes.]
ImDead1ns1de
Meursalt crabs over to Andre to ask if he's found anything.
คຖ໓rē ¢hค໐Ş
"I found a company".
JOE
["I'm Optivational Surfer, and right back atcha!" She replies, accepting the handshake.]
ImDead1ns1de
Meursalt crabs and asks blond surfer girl what optivational means.
JOE
[She looks down at the Crab, and just like with the Dragon, accepts it as a Thing That Sure Exists without comment. "It's a mixy-word of Optimistic and Motivational!"]
ImDead1ns1de
Meursalt crabs and asks her what she's motivated about.
คຖ໓rē ¢hค໐Ş
"Well, these are just too thinks I really lack..." - nods. - "Can I call you Opti? Or Surf?"
JOE
Joe notes some other details about the Surfer that didn't get mentioned earlier but sure do exist, mostly her large supply of tattoos, specifically:
[the old movie quote "We're gonna need a bigger boat", two tiny waves on her toes, turtle tracks on her collarbone, a shark on her arm, some pirates shredding the gnar, an octopus wearing shades, and seagull wings on her shoulderblades.]
["About living life to the fullest, so... basically everything!"]
["And you can call me whatever y'want, I know Optivational Surfer's kinda a mouthful."]

ImDead1ns1de
Meursalt wanders around the beach and asks surfer girl if she can fly with her seagull wing tattoos.
JOE
["Y'know, I've never tried, let's see!"]
The Winds Of Chance
Result: 1d20 (4) + 4

JOE
[Despite her best efforts, the Surfer girl is unable to fly using her seagull wing tattoos.]
["I guess not!"]

ImDead1ns1de
Meursalt crabs around the beach and looks for stuff to pick up while asking surfer girl when she's last seen another person.
The Winds Of Chance
Result: 1d20 (15)

คຖ໓rē ¢hค໐Ş
"I probably could give you ability to fly... But my companions would oppose me from such a risky move". - float around her once
ImDead1ns1de
Meursalt crabs that Andre really shouldn't do that.
JOE
[Mersault finds: a Starfish(near the Harbor), a Plastic Bucket, a Sandcastle, a Glass Bottle, and a Seashell.]
["Aw, why not? Flying sounds like fun!"]

ImDead1ns1de
Meursalt picks up the glass bottle to see if anything's inside.
Meursalt crabs that Andre might send her into the atmosphere on accident.
The Winds Of Chance
Result: 1d20 (9)

JOE
[there is a curled up scrap of slightly charred paper in the bottle.]
ImDead1ns1de
Meursalt tries to open the bottle.
คຖ໓rē ¢hค໐Ş
"Well, guys, can I enchant her tattoo, please!" - puppy eyes technique at work
The Winds Of Chance
Result: 1d20 (13)

JOE
"My vote is no."
ImDead1ns1de
Meursalt crabs at Andre the tattoo might turn into real wings that hurt to grow out.
JOE
[after some fiddling, Mersault manages to open the bottle.]
ImDead1ns1de
Or the wings detach from surfer girl and fly off into the sunset...
Meursalt sustains the paper just in case and tries to read it.
คຖ໓rē ¢hค໐Ş
"Well, you hear them. Chaos is too unpredictable for body and soul alterations..."
JOE
["Eh, none of those problems seem all that bad. I'd still live, no?"]
คຖ໓rē ¢hค໐Ş
"Well, we have ways to heal people, even if they are turned almost into bloody mush... So most probably, yes".
ImDead1ns1de
Meursalt crabs that if she really wants to then it's her choice.
JOE
[Mersault swaps Sustain from the Xianxia Trash to the Paper. Luckily, the Xianxia was not at any point dying, so the Sustain swap does not cause any problems.]
[The Paper from the bottle is a chronicle of problems both petty and large, including but not limited to: loneliness, sadness, the death of a close person, the harbor being too deep, the sun being too hot, a tornawister(sic), and train food tasting bad. Looking at the full list, it is too general to infer who wrote it.]


คຖ໓rē ¢hค໐Ş
"I think, someone stranded in the ocean..." - look at paper
ImDead1ns1de
Meursalt crabs over to everyone else and shows them the paper. He crabs that it probably came from a passenger on the flaming train.
JOE
[The paper is very clearly not from someone stranded in the ocean on account of how they would not have access to trains or harbors.]
คຖ໓rē ¢hค໐Ş
"So, Surf, are you prepared for magic? It may be weird..." - prepared to snap and look at JOE
ImDead1ns1de
He also crabs in concern over the tornado twister and whether it would combine with the sky fire or the harbor water to make a hurritornatwisfire.
JOE
Joe has backed away to a 30-meter distance and pulled out his gun.
Standard Chaoswish procedure[citation needed].
ImDead1ns1de
Meursalt puts the paper in his backpack and sustains surfer girl.
He ventures off to pick up the seashell.
JOE
[the Surfer girl nods enthusiastically.]
คຖ໓rē ¢hค໐Ş
>Touches tattoo on her back and snaps his fingers
[Chaos: Enchant the tattoo to give the owner the ability to fly in a controlled and safe manner.]
The Winds Of Chance
Result: 1d20 (17)

JOE
[It works without any relevant side-effects.]
คຖ໓rē ¢hค໐Ş
"How do you feel? You should be able to fly now".
JOE
[The Girl makes a concentrating-y expression and lifts off into the air, then does a little loop in the air experimentally.]
["Huh! I was expecting more fanfare with how cautious you all were." She comments, still messing around with her newfound flying capabilities.]

ImDead1ns1de
Meursalt crabs that Andre has made a near infinite amount of aggressive magic chickens before, so caution was warranted. He lays claim to the seashell and walks over to look at the sandcastle.
The Winds Of Chance
Result: 1d20 (2)

JOE
[It is a very small and pathetic sandcastle. Like, one bucket of Sand and the bucket happened to already have the little ridges to make it a little castle-y.]
คຖ໓rē ¢hค໐Ş
"You just didn't see me trying to summon a glass of water..." - fly with her
ImDead1ns1de
Meursalt sustains the sandcastle to see if it will get better. He goes to pick up the plastic bucket, wondering if he can help make the sandcastle pretty.
คຖ໓rē ¢hค໐Ş
"So did you guys see any other people in this Town?"
ImDead1ns1de
Meursalt crabs that there was a single fast food worker who was very rude to him on account of his crabness.
Meursalt asks surfer lady about the other people in the city.
คຖ໓rē ¢hค໐Ş
"Well, it closed - I want to eat, actually." - shrugs. Suddenly remembers and search pockets. 💡
JOE
[The Girl starts flying in loops around Andre, making a game of trying to spin around faster than he can... assuming he keeps turning to try to look at her, anyway.]
["What, did it summon a glass chicken water monster?"]
[Like with the Xianxia trash, it seems the Sandcastle was 'made' in this state, and so has no superior state to be sustained to. as for expanding it... Mersault is a crab... The Bucket is made for people... So...]

ImDead1ns1de
Meursalt offers Andre some fries from yesterday. He wonders if they're conceptual enough to be infinite or still tasty after all this time.
JOE
["Like I told Andre, I dunno where everyone else is. City's usually pretty lively!"]
[the (Quarterpound)Burger And Fries is indeed a conceptobject.]

ImDead1ns1de
Meursalt munches on a fry and visits the starfish. He gives it a little pat on the head.
The Winds Of Chance
Result: 1d20 (6)

คຖ໓rē ¢hค໐Ş
"Well..." - stops flying around and pull paper and phone out of pocket. - "I found this in our car, guys. Should we try it?"
JOE
[the Starfish makes... some kind of reply, but it is not in Crab or a dialect thereof so Mersault does not understand it.]
ImDead1ns1de
Meursalt offers the starfish a fry.
JOE
Joe looks at the paper. "And you didn't think to mention this earlier?"
คຖ໓rē ¢hค໐Ş
"I didn't"
JOE
[the mouth of the Starfish is not suited to fry consumption.]
The Winds Of Chance
Result: 1d20 (4) + 1d10 (3)

JOE
reroll.
The Winds Of Chance
Result: 1d20 (1) + 1d10 (6)

ImDead1ns1de
Meursalt pats the starfish on the head again and sustains it, wishing it a long and happy life. He hopes he finds some food for the starfish. Meursalt ventures over to see what Joe and Andre are talking about.
คຖ໓rē ¢hค໐Ş
"Stop bullying animals, Meur. This starwish didn't do anything to you". - giggle
ImDead1ns1de
Meursalt crabs indignantly he isn't bullying the starfish!
JOE
Joe looks at the paper. his forehead pulses with logic. before he can reach any conclusions, he sneezes and falls over.
ImDead1ns1de
Meursalt crabs and asks Andre what the paper says.
คຖ໓rē ¢hค໐Ş
"I think, we should just call the number. What can go wrong?" - looks at Meur - "Something about calling specific number using burner phone to to open 'negotiations'..."
The Winds Of Chance
Result: 1d20 (5) + 1d10 (9)

ImDead1ns1de
Meursalt reads the paper and becomes concerned. He crabs if the phone guy kidnapped the whole city! Somehow...
JOE
"Surely, there is nothing that could go wrong calling a number." Joe agrees.
คຖ໓rē ¢hค໐Ş
"Ok. Just turn it on loud mode."
ImDead1ns1de
Meursalt crabs that they don't have anything to negotiate with.
JOE
"sure we do, incredibly magical powers."
คຖ໓rē ¢hค໐Ş
"Well, they gave us the number... So they wanted us to call for some reason".
ImDead1ns1de
Meursalt crabs and hopes nothing too bad happens.
He crabs Joe and Andre if they can keep the burner phone after all this is done.
คຖ໓rē ¢hค໐Ş
"Not sure why, but we can..."
JOE
[while Andre and Mersault debate the risks of calling the number based on extremely minimal information, the Surfer touches down next to Joe.]
["So, what's your deal?"]

"I have luck powers."
["no, like, Andre's a dragon and the other guy's a crab, but you're a human person, why?"]
"I have Luck powers. So I was lucky enough to not unwillingly become an animal."
["Ohhhh. Is that a thing that happens a long where you live?"]
"...more often than you'd expect. Though, we do have the ability to undo it- they've accepted their new states."
["Huh. Sounds exciting!"]
"Ehh... you're missing context. the context generally involves mortal peril."
[(I did roll for all of Joes dialogue here, he mostly got above-average except for the last line.)]

["Mortal peril's like spice! A lot's bad, but none is too little."]
"I disagree with this philosophy. I would like no mortal peril ever."
คຖ໓rē ¢hค໐Ş
"Meur like being a crab. And I have nothing against my new form - it gives me flight, strength, teeth and talons, good health too. I only didn't like, that metamorphosis happened without my consent." - shrugs and start dial
ImDead1ns1de
Meursalt agrees with Joe's statement. However the world was far too dangerous.
The Winds Of Chance
Result: 1d20 (8)

JOE
[After two rings, someone picks up. "Hello, this is the Mayor speaking. May I know who is calling?"]
ImDead1ns1de
Meursalt crabs that they are visitors to this city. He also crabs the mayor why his phone number was saved in the ominous burner phone for negotiations.
The Winds Of Chance
Result: 1d20 (15)

คຖ໓rē ¢hค໐Ş
"Good afternoon, Mr. Mayor, it's Andre calling. Someone gave us this phone and left paper in the car with request to call for some 'negotiations'. You don't know anything about this?"
JOE
["Ah. It sounds like you don't know, or perhaps you don't see the problem... Yes, I arranged for that Burner Phone in order to speak to you safely."]
ImDead1ns1de
Meursalt crabbed the mayor why he needs a burner phone to speak safely.
คຖ໓rē ¢hค໐Ş
"I am listening". - got a little bit more serious
JOE
[the Surfer mutters something about the Mayor being boring like always.]
["Several Days ago, the Police Officer was called to the Gas Station. After arriving, he sent for an additional dispatch in apparent hysteria. Are you aware of this event?"]

ImDead1ns1de
Meursalt crabs that he thinks? Nami called the police guy?
คຖ໓rē ¢hค໐Ş
"Sounds familiar. Was it about Cashier or Mashine Army?"
ImDead1ns1de
He also crabs that the barracks sent nuke guy and ninja grandmaster guy? to fight the machine army a few days later.
JOE
["The Police Officer was called by the Cashier. He called for an additional dispatch due to an alleged kidnapping. However, all subsequent investigations showed only one of the 'kidnap victims' was missing at all, that being the Cashier."]
ImDead1ns1de
Meursalt crabbed that they are the kidnapping victims. They all just woke up in a weird classroom one day, far, far, from home.
JOE
["Except for the Ambulance Driver and EMT, everyone in the additional dispatch shared the Police Officer's delusion, but none of them could give a satisfactory answer for why they believed this; each claimed to have been informed by a higher power."]
ImDead1ns1de
Also Cas is with Nami right now, Meursalt crabs.
JOE
["Who is Cas?"]
ImDead1ns1de
Meursalt crabs that Cas is the Cashier.
คຖ໓rē ¢hค໐Ş
"Hmm, last time I saw them, the Cashier came into the School on their own. Something about wanting to restore their lost memories... This sound like a mind-alternation, if you ask me... Cas is the name the Cashier taken for herself". - became more serious. - "What kind of delusions they had? Something about lost memories?"
JOE
["...Yes, the afflicted also spoke of lost memories, claiming to have forgotten their history upon being kidnapped. Yet, when questioned, they remembered everything anyone else did."]
ImDead1ns1de
Meursalt suddenly wonders how the mayor understands him.
JOE
[I am assuming the translator produces english sounds from your crabbing]
ImDead1ns1de
(forgot about that)
คຖ໓rē ¢hค໐Ş
"So it was she then..." - whispered and say -" I was thinking, Cas was like us - taken from other world, but archetype Role took away thier memories. I know what kind of effect it is - was affected myself. And I know who did it."
ImDead1ns1de
Meursalt wonders if they should sell out Nami. It sounds like a bad idea but on the other hand she did brainwash a bunch of innocent people.
JOE
[is any of what Andre said here meant to be audible to the Mayor, and if so which half?]
คຖ໓rē ¢hค໐Ş
(Second part was for him)
JOE
["...I'm afraid you're going to have to elaborate further; I believe I am missing the context to understand what you're trying to say."]
ImDead1ns1de
Meursalt crabs that they were random humans on earth going about their lives before they woke up in a magic classroom with superpowers.
JOE
Joe doesn't remember if he's supposed to know Nami did it so he rolls to deduce it if he doesn't already know.
The Winds Of Chance
Result: 1d20 (10) + 1d10 (8)

JOE
["Hrm... to be clear, you remember your lives before then? Can you name a specific detail?"]
[Joe deduces Nami might be involved unless it was Andre, or possibly Erkin.]

ImDead1ns1de
Meursalt crabs that the flowers outside his home are semi snowflake shaped.
Also he hates the spider webs in his house. And the silverfish...
คຖ໓rē ¢hค໐Ş
(He could deduce from secret message Andre give him)

"A few days ago group of people was kidnapped from their own world, suddenly awaken in School. We are took the roles of specific concepts. And one person of this group has the ability to impose their vision on others".
JOE
"I regularly ate apples and eggs, in the sense of a consistent rate." Joe comments.
คຖ໓rē ¢hค໐Ş
"I was in my world for many years. Planet was called Earth, it was year 2023 when I've got transported, president of the United States is Joe Biden... There are a lot of details to tell about my previous world".
JOE
["I see... If you remember specific details, you are not the subjects of the same effect that deluded the Police Officer. And I infer that one person is, you believe, the culprit for this delusion?"]
ImDead1ns1de
Meursalt crabs that as far as they know Nami can impose visions and beliefs on people and she was with Cas when Cas realized their memory thing.
คຖ໓rē ¢hค໐Ş
"Most probable suspect. I don't know why they did it, if they did. But I might be compromised".
JOE
["is this 'Nami' present?"]
"No, and as far as I know she's in that stasis people sometimes end up in."
ImDead1ns1de
Meursalt crabs a no. She's probably at school.
The Winds Of Chance
Result: 1d20 (8) + 1d10 (4)

JOE
reroll!
The Winds Of Chance
Result: 1d20 (13) + 1d10 (9)

JOE
["Ah yes, that stasis people sometimes end up in. We know it well."]
ImDead1ns1de
Meursalt crabs the mayor what he means by that.
JOE
["Sometimes people or things stop taking initiative or acting for a while. They generally don't grow hungry or tired while doing nothing, and can often but not always be prompted into activity by interacting with them. It's completely normal."]
["...In any case, probably nothing will happen involving this Nami. So long as they are not present, you may explore the city as you wish; I'll send out word to end the lockdown. Do please pass along to them that they are not welcome here."]

ImDead1ns1de
Meursalt crabs the mayor if the brainwashed people are ok now.
JOE
['that stasis people sometimes end up in', also known as 'why characters people forgot about are almost always exactly where people left them'.]
The Winds Of Chance
Result: 1d20 (13)

JOE
["...Some of them. the Police Officer continues to believe he has been kidnapped; the others have largely accepted that 'a nondescript higher power' is not a perfectly reliable source of information."]
ImDead1ns1de
Meursalt crabs that he hopes the police officer gets better soon.
คຖ໓rē ¢hค໐Ş
"So, did we answer all of your questions, Mr. Mayor. Or you have something else for us?"
JOE
["I believe that is everything that needs addressing, if none of you were directly involved in the incident."]
ImDead1ns1de
Meursalt privately wonders if sustain target would help the police officer but decides the mayor probably isn't a fan of more magic powers from more random strange people. He asks the mayor if the rest of the city hates crabs.
คຖ໓rē ¢hค໐Ş
"Also, one question from me, if you would like to answer..."
JOE
["Crabs? That's a rather odd question... I suppose they're not the Most popular choice of foodstuffs, but the Restaurant does serve steamed crab on fridays."]
คຖ໓rē ¢hค໐Ş
"We are in town, but there is only one person around right now. Do you probably know why?"
ImDead1ns1de
Meursalt crabs that he is a talking thinking crab with personhood and that he hopes the city won't be mean to him.
JOE
["That would be the lockdown I called for when the Car associated with the incident was spotted."]
["-I've already sent for it to be lifted."]


คຖ໓rē ¢hค໐Ş
"Be silent, emergency food supply!" - at Meur and silently giggles. And to phone - "Good to know. Didn't want to fight some monster on the streets. Goodbye, have a nice day".
ImDead1ns1de
Meursalt angrily shakes his crab claws at Andre and crabs that he would eat Andre before Andre eats him.
คຖ໓rē ¢hค໐Ş
"This could have an interesting subtext..." - looks at Meur and give phone to JOE
JOE
["You're a crab? pardon me- you mentioned a house and the School and spoke clear english, so I'd assumed you were human. I don't believe our City has any prior experience with sapient crabs, so I'm afraid I can't predict how they'll react."]

ImDead1ns1de
Meursalt crabs that he was a human turned into a crab. He thanks the mayor for answering him. He also hopes Andre doesn't get attacked on sight for being a human turned into a dragon.
JOE
["...Ah. I'll send a warning to the Barracks."]
คຖ໓rē ¢hค໐Ş
"Pff, I would turn them into pigs, if they try!" - folds his arms over his chest
ImDead1ns1de
Meursalt crabs angrily at Andre to not harass the frightened city folk.
JOE
["Is your third member also of an unpredictable species?"]
"Nope. I'm still Human, fortunately."
ImDead1ns1de
Meursalt crabs that Erkin who isn't in the city is a shapeshifter and heavily unpredictable in what form they will take.
คຖ໓rē ¢hค໐Ş
"I am not going to! Look, I made a friend out of Surf!" - pulls her towards him.
ImDead1ns1de
Meursalt crabs to Andre to please withhold violence or chaos wishing if the city people do attack him.
คຖ໓rē ¢hค໐Ş
"I am not so bad. Am I?"
JOE
"Surf seems pretty personable. I wouldn't be confident the others will be equally nice."
["Yeah, I am pretty great!"]
ImDead1ns1de
Meursalt simply crabs that Andre is... chaotic. And also prone to vengeance occasionally.
The Winds Of Chance
Result: 1d20 (10) + 1d10 (4)

JOE
[Joe fails the roll to make a suggestion.]
คຖ໓rē ¢hค໐Ş
"Prone to vengeance, excuse me? I didn't even kill anyone, but wanted so much after what they have done. I am relatively peaceful. And chaotic - this true, yeah."
ImDead1ns1de
Meursalt just simply crabs to please not chaos wish in reprisal of a random attack from one of the city goers.
JOE
"wait, what did someone do to you that made you want to kill them?"
คຖ໓rē ¢hค໐Ş
"Nami and Enkin are not dead or worse only because I am pretty merciful, capable of understanding".
ImDead1ns1de
Meursalt feels heavily concerned about this.
JOE
"Erkin probably could've fought you off- he had Freedom From Limits, right?- but fair enough."
ImDead1ns1de
He then remembers the mad scientist and Andre turning them inside out for some reason...
คຖ໓rē ¢hค໐Ş
"Ok, other problem... Nami. Why did she do what she did? Any ideas?"
To Meur: "He was insane murderer, who attacked people. I was very scared."
The Winds Of Chance
Result: 1d20 (2) + 1d10 (1)

JOE
"Clearly, she is secretly super evil."
ImDead1ns1de
Meursalt crabs that Nami doesn't seem explicitly evil.
More a bit...not understanding of other people's wishes to not be brainwashed?
The Winds Of Chance
Result: 1d40 (9) + 1d10 (7) - 20

คຖ໓rē ¢hค໐Ş
"Like Jack Slash evil? Doesn't seem like..."
JOE
"Yeah, that's why I said secretly super evil!"
ImDead1ns1de
Meursalt really doesn't know why she brainwashed the denizens of this world to....think they were kidnapped like she was?
Maybe Nami was lonely, Meursalt crabs.
คຖ໓rē ¢hค໐Ş
"We can ask her. She probably would tell something. Maybe something affected her?"
JOE
Joe nods solemnly. the road to super evil is paved with lonely intentions. someone definitely said that once.
ImDead1ns1de
Meursalt crabs that any evilness on Nami's part is probably unintentional.
The Winds Of Chance
Result: 1d40 (33) + 1d10 (7) - 20

คຖ໓rē ¢hค໐Ş
"Ah, it makes me more sad and hungry... Surf, do you know where we can get something to eat?"
JOE
"...Yeah, you're probably right. Nobody is the villain of their story."
ImDead1ns1de
Meursalt offers his fries to Andre.
คຖ໓rē ¢hค໐Ş
Andre takes his fries and start eat them one by one - "Thank you, my crabby friend!" - pat-pat
ImDead1ns1de
Meursalt holds onto his crown so it doesn't fall off.
JOE
["Well, there's the fast food place and the restaurant! and... that's it, if you don't want to bake."]
คຖ໓rē ¢hค໐Ş
"I can't bake. What currency restaurant uses and how much we need?"
ImDead1ns1de
Meursalt crabs that the fast food place was anti crab with a horrible mean worker.
Meursalt crabs at Andre he has shiny green rocks that are apparently very expensive currency. He pulls one out.
JOE
"It's probably like the Cashier, using 'anything which is valuable and fungible' as currency."
คຖ໓rē ¢hค໐Ş
"Are these emeralds from desert treasure?" - looks at rocks
ImDead1ns1de
Meursalt crabs that it came from the fire moths life insurance.
He hopes their moth souls are in a nice place.
คຖ໓rē ¢hค໐Ş
"Ok, let's check the restaurant, guys! Want to come with us, Surf?" - slowly float towards the goal
JOE
[These are not desert treasure emeralds. The cut is wrong and the angle they float at when dropped as items is also wrong.]
ImDead1ns1de
Meursalt asks surfer girl how much the green rocks are worth.
JOE
Joe inhales. "THE MOTH SOULS ARE PROBABLY MOSTLY IN A NICE PLACE WHICH IS TO SAY EITHER MOTH HEAVEN OR NORMALHEAVEN-INHALE-UNLESS THEY'RE IN NORMAL PURGATORY WHICH IS ALSO MOTH PURGATORY AND IS GREY AND EMPTY BUT - INHALE- THAT ONLY HAPPENS TO LIKE THIRTY-THREE PERCENT OF MOTHS."
ImDead1ns1de
Meursalt crabs in distress. An entire third of moths were doomed to eternal boredom?
JOE
["I think I'll be trying out Surfing while flying, see you later though!" the Surfer Girl replies.]
["Uhh... I dunno! They seem pretty valuable but I'm no expert on that kinda' stuff."]

ImDead1ns1de
Meursalt wishes surfer girl safe surflying and to watch out for tornatwisters.
JOE
Joe inhales very deeply. "THE MOTHS TREAT THE AFTERLIFE AS KINDA A REVOLVING DOOR SO PROBABLY THE PURGATORY MOTHS COME BACK AS MOTH GHOSTS TO HELP OUT THE STILL LIVING MOTHS WHEN THEY GET TOO BORED OR MAYBE THEY FIGURED OUT HOW TO SET PURGATORY ON FIRE I DUNNO."
คຖ໓rē ¢hค໐Ş
"We should ask people in restaurant, if they can answer". - go towards the building
ImDead1ns1de
Meursalt hopes the moths live their unlife well. He wonders how Andre's ghost moth is doing. He crabs at Andre to ask if there is a Jewelry Store somewhere.
Meursalt wonders if there's one in the mall. There usually is.
JOE
[the GHOST MOTH ANDRE GOT IS SITTING SEMI-INTANGIBLE UPON THE HAIR OF ANDRE, WHERE ANDRE PUT IT]

The Winds Of Chance
Result: 1d20 (8)

ImDead1ns1de
Meursalt waves at the moth.
คຖ໓rē ¢hค໐Ş
"I almost forgot about this small thing. It was traveling with me pretty long..."
JOE
[the Restaurant is still locked, but the sound of chairs being dragged around and cutlery being moved is clearly audible through the doors. Probably they did not set up for the day earlier due to the lockdown, and will open soon.]
ImDead1ns1de
Meursalt crabs that the mall might be busy setting up to. He heads towards the Arcade to see if it's open.
คຖ໓rē ¢hค໐Ş
"Well, let's come here, when they open. Let's try to find Jewelry Store or something?"
The Winds Of Chance
Result: 1d20 (3)

คຖ໓rē ¢hค໐Ş
>Go search for Jewelry Store
JOE
[the Arcade has a sign stating it is closed due to, and I quote, "surprisingly intensive repairs for the Fist Of Discomfort machine and a birthday party."]
The Winds Of Chance
Result: 1d20 (4)

JOE
[Andre does not find the Jewelry Store, but he does find the Church, which is between the Restaurant and the Arcade.]
ImDead1ns1de
Meursalt crabs that it might be related to the birthday event from before. He crabs away to the library, city edition.
JOE
!roll max(1d20, 1d20)
The Winds Of Chance
Error in roll: Unexpected input on line 1, col 1: expected LPAR, INTEGER, U_OP, D, DECIMAL, got ma
Result: 1d20 (19)
Result: 1d20 (6)

คຖ໓rē ¢hค໐Ş
>Go check the Church
JOE
[the Library(City Edition) is open! It has large glass windows, and is rather taller than seems fully necessary considering the height of the internal shelves. A Desk at the entrance houses a Checkout Machine and a Librarian with a Book Scanner; the interior has many rows of Bookshelves with various Books upon them, plus a few smaller stands with video games and movies also available for checkout. On the right is also a series of Public Computers.]
[It does not have many Concept-Objects; perhaps most of those went to the School Library when it generated first?]

The Winds Of Chance
Result: 1d20 (12)

ImDead1ns1de
Meursalt walks into the library to browse. He waves at the librarian, tipping his librarian glasses in respect.
JOE
[The Church is also unlocked, though it seems empty. At least, on first look? transparent whiteish shapes seem to be moving in the corners of your vision, but when you look there is nobody there.]
[The Church has a hardwood floor, and is otherwise made of marble. There is a Mural of an... Astronaut talking to an Angel?... on the ceiling, and a statue of a classic (humanoid, winged) angel opposite the entrance. Some areas have a faint coating of dust, but most are clear.]
[there is a Feather, a Nightlight, a wisp of Fire, and a Cloth that seems to be a blindfold.]

The Winds Of Chance
Result: 1d20 (10)

JOE
[the Librarian is too confused about the crab wearing librarian glasses to say anything.]
คຖ໓rē ¢hค໐Ş
>Just look around. See if there something more curious. Place seems interesting.
ImDead1ns1de
Mersault ventures into the library and looks through the books.
JOE
[This Library covers all the topics you would expect for a public library in a city, but makes particular focus on the themes of Dreams, Dreams(as in things you want to do), Motivation, Music, Hope, and Cheerful Stories (whether real or fictional).]
The Winds Of Chance
Result: 1d20 (13)

ImDead1ns1de
Meursalt wonders if Andre would like one of these books. Meursalt crabs over to the computers and uses a pen to painstakingly type as he searches for the fast food place, planning to leave a bad review.
JOE
[Andre finds a line of rooms, about half of which are locked; the unlocked ones are well lit and have a Chair, and a mirror on one wall. On the other wall is a mural; the first one Andre checks depicts a city with Angels and People walking it in equal measure.]
The Winds Of Chance
Result: 1d20 (11)

JOE
[Mersault sets to work slowly searching for the Fast Food Place. It occurs to him he might need some kind of... account... to leave a review.]
ImDead1ns1de
Meursalt attempts to set up an account. This might take a while.
The Winds Of Chance
Result: 1d20 (15)

JOE
[in 7 minutes(from when he started, not the roll), Mersault will be done with the account and review.]
คຖ໓rē ¢hค໐Ş
"Hmm, very curious place... Pretty calm". - go out and check building near
The Winds Of Chance
Result: 1d5 (3)

JOE
[Andre finds a small Movie Theater.]
คຖ໓rē ¢hค໐Ş
>Check if its open and what films has
The Winds Of Chance
Result: 1d20 (19)

JOE
[The Movie Theater is open! it has a Shakespearan Play, Comics Movie, Rereleased Cashgrab, Quirky Indy Movie, The Hole, and 1 Hour Of Straight Advertisements. The floor is red carpet and black tile, the counter is glass with a Ticket Taker and Popcorn Seller, and the walls have posters declaring the above movies.]

ImDead1ns1de
After some painstaking pen typing, Meursalt has eventually made an account and has left a 2 star review on the fast food place, detailing the verbal abuse he suffered for his short stature and appearance from the worker there, making him too scared to ask to see the menu out of fear of more admonishment, and how upset this has made him. He comments that the only reason the review was not one star is due to the fact that the food is actually quite good, and entirely brought down by the callous person serving it.
ImDead1ns1de
(The hole? Oh no)
คຖ໓rē ¢hค໐Ş
(Is there any person I can ask about how much for watching the film?)
JOE
[the Ticket Taker also sells tickets.]
[I have been to a movie theater like once at most in the past 8 years]


คຖ໓rē ¢hค໐Ş
(Same thing)
คຖ໓rē ¢hค໐Ş
"Hmm, I don't have money..." - thinking
ImDead1ns1de
Having finished his scathing review, Meursalt logs out and heads outside, waving goodbye to the librarian.
The Winds Of Chance
Result: 1d20 (11)

ImDead1ns1de
(same here too, but less than 8 years)
JOE
[The Librarian manages to emit an 'uhhhh' as Mersault the Crab passes.]
ImDead1ns1de
Meursalt never noticed and instead is now outside and heads towards a random place that isn't somewhere he knows is closed.
คຖ໓rē ¢hค໐Ş
Ask the Ticket Taker if they take gold or similiar things. And also about The Hole.
(Legend of The Hole)
ImDead1ns1de
(Based on real events!)
JOE
["Gold is a type of Money, so of course we do. The hole is a thrilling tale of a man at war with his own powers, with a supporting cast of a transforming person, a sadistic luck-manipulator, someone highly perceptive, and a normal person doing their best. Based on a true story, the hole is a true roller-coaster of a tale that'll leave you wondering what happened next."]
The Winds Of Chance
Result: 1d13 (2)

ImDead1ns1de
(who's the normal person doing their best?)
JOE
[Mersault.]
ImDead1ns1de
(not as normal now unfortunately, but who needs normality when one has crab?)
JOE
[(I mean he has stagnation powers but I did not have a good way to work that in, and he was, at the time, the normalest.)]
[anyway Mersault walks into the movie theater too.]

คຖ໓rē ¢hค໐Ş
"I'm feeling Deja Vu... I'll definitely watch this later. I'll call my friends. Goodbye!" - to towards beach and see how Surf is doing.
Saw Meur: "Hey, I found a great movie to watch for us!"
ImDead1ns1de
Meursalt walks into the theater to see Andre almost walk out. He holds up a green rock to the ticket seller and asks how many dollars it is worth.
คຖ໓rē ¢hค໐Ş
"Don't forget to take popcorn! Also, maybe we should take JOE and Surf with us?"
JOE
["Ah, I see you are a man of means! Might I interest you in the super-ultra-deluxe lifetime movie&refreshments group pass and a complimentary movie player plus a set of Immersion Gear?"]

ImDead1ns1de
Meursalt looks at the Hole and feels terrifying deja vu. He wonders how the rest of the class would feel about it, but remembers Nami is banned from the city.
JOE
Joe isn't sure who he's been following around but both Andre and Mersault are here, so so is he.
ImDead1ns1de
Meursalt asks the ticket seller how big of a group does the pass accommodate. He also realizes he should have bought more back at the fast food store and decides to edit his previous review to be much worse whenever he gets the time for it.
(immersion gear is vr stuff?)
คຖ໓rē ¢hค໐Ş
"Ok. Meur, take tickets and snacks, I go find Surf!" - go find Surf and ask about the going to the cinema. To see The Hole.
JOE
["Up to 6 people and all of their friends, pets, guide dogs, or other!"]
ImDead1ns1de
Meursalt thinks that sure is a swell deal. He hands a green rock over.
JOE
[the Immersion gear is not currently visible anywhere on the counter, so. maybe?]
The Winds Of Chance
Result: 1d20 (4)

JOE
[Surf is still busy surfing! She seems totally focused on perfecting her craft and it is not clear if she noticed Andre.]
ImDead1ns1de
Meursalt has two rocks left and thinks he should consider getting a job. Maybe the hospital/similar place would accept him? Did he have to get his power usage licensed? Maybe he should visit the government for citizenship things.
คຖ໓rē ¢hค໐Ş
>Mute her to bring attention
The Winds Of Chance
Result: 1d20 (15)

JOE
[the Surfer stops after another 30 seconds or so and looks around for Andre. She may have said something, but Andre cannot hear her for obvious reasons.]
[Meanwhile, Mersault hands over a Green Rock. The Ticket Seller pulls out a device to take a photograph of Mersault, searing the result into a sparkling card made of a mix of gold and platinum, then pulls out a surprisingly compact movie player from behind the counter, and heads through a door to presumably get the Immersion Gear, whatever that is.]


คຖ໓rē ¢hค໐Ş
>Gesture her to go closer
ImDead1ns1de
Meursalt admires his very shiny card and waves it around to see it sparkle. He puts the very compact movie player into his backpack.
JOE
[...as in he cannot hear her because she is muted.]
คຖ໓rē ¢hค໐Ş
>Fly to her. Ask her about Cinema and The Hole. And them unmute.
JOE
["-'d you make me unable to make sounds? That was really weird! I assume that was you anyway because I looked around and only you're here. Was it your wishy magic thing which everyone else says backfires?"]
The Winds Of Chance
Result: 1d20 (7)

คຖ໓rē ¢hค໐Ş
"No. It was my other magic, which randomly give me random spells for a day to use. I thought, it was a good way to get you attention without disrupting your routine too much. So would you like to go to Cinema?"
JOE
[The Ticket Seller returns with a helmet with an open front, made of some kind of flexible grey plastic, with a port for basically every kind of media(usb, disk, old timey film reel, book somehow, etc etc) plus a camera, and an attachment made of green material which looks suspiciously similar to a ray gun.]
ImDead1ns1de
Meursalt has no idea what this is or if it fits him but he accepts the cool helmet.
The Winds Of Chance
Result: 1d20 (17)

JOE
["Hm... I'm not really done here yet! lemme think..."]
[The Surfer looks at the water. In other news, the water becomes much calmer, barely a wave in sight.]
["Eh, if the flow's like this I might as well... alright, lead on!"]
[the Immersion Gear is clearly designed for humans, but it seems like it is flexible enough that Mersault can maybe wear it if he keeps it sustained so the plastic does not break.]

คຖ໓rē ¢hค໐Ş
>Go with Surf back to the Cinema.
>To Meur: "We are here! Let's take some popcorn and drinks. I like salty."
ImDead1ns1de
Meursalt puts it in his backpack and heads over to the popcorn seller.
He shows his shiny group pass card to the popcorn seller to see if it works.
คຖ໓rē ¢hค໐Ş
"We prepared to see The Hole!" - maybe some lightning in the background for this exclamation would be good.
JOE
[by the power of the super-ultra-deluxe lifetime movie&refreshments group pass, the Popcorn Seller hands Mersault, Andre, Joe and the Surfer a bucket of popcorn and a jug of refreshments each. (smaller quantities are also available if they prefer but the popcorn seller wanted to show the customers just how super-ultra-deluxe the pass is.)]
ImDead1ns1de
Meursalt greatly appreciates how super ultra deluxe the pass is and thanks the popcorn seller. He sips his refreshment jug.
คຖ໓rē ¢hค໐Ş
"I like this place already. Let's go see the movie... I hope chairs are good for crabs and whatever I am".
JOE
[They before admitting them into the theater where The Hole is being shown, the Ticket Taker/Seller asks if Mersault, possessor of an Immersion Gear, would like to use it for this screening.]
ImDead1ns1de
Meursalt asks the seller what the gear does.
JOE
["It... makes the movie more immersive? users say it's almost like really being there."]
ImDead1ns1de
Meursalt decides to use the immersion gear, maybe seeing the hole again would make its dark memory fade away.
He sustains it, and hopes the starfish is doing okay.
คຖ໓rē ¢hค໐Ş
>Go see The Hole
JOE
[The Immersion gear turns on and displays a menu to Mersault.]
[Immersion Mode:]
[>Insertion]
[>Spectator]
[>Mixed]
[>Minimal]
[Group Size]
[>4]
[>1]
[>Other]

ImDead1ns1de
Meursalt crabs at Andre and Joe if they want to join the immersion experience.
JOE
Joe shrugs.
any other answer would imply he had initiative.
คຖ໓rē ¢hค໐Ş
"Plug me in, pal!"
คຖ໓rē ¢hค໐Ş
(And Surf)
ImDead1ns1de
Meursalt asks if Surf wants to join too.
คຖ໓rē ¢hค໐Ş
"How Mixed even should work?"
JOE
["Sure, why not? sounds like fun!"]
ImDead1ns1de
Meursalt picks 4 for the group size and picks... insertion for the mode.
JOE
[Insert Self as:]
[>Salt Savior]
[>Capricious Chaosclysm]
[>Sadistic Serendipity]
[>Pre-Perception]
[>Freeform]
[>Mirror Caprice]
[>Self(Deviation)]


ImDead1ns1de
Meursalt picks salt savior, maybe he would do better this time.
JOE
[it then asks who to insert in each other role, removing each option as it is selected except Self(Deviation), which is always available.]
ImDead1ns1de
Meursalt asks the others what role they want.
คຖ໓rē ¢hค໐Ş
"Always take most weird option. Self(Deviation) - curious, what does it mean".
JOE
Joe shrugs again.
ImDead1ns1de
(double Andres is going to be funny)
Meursalt just puts Joe as self(deviation).
JOE
["I have no idea what any of these options mean, so... pick for me!"]
ImDead1ns1de
Meursalt just puts surf as self(deviation) too.
JOE
[a green ray from the ray gun connects each of the Participants to Mersault, wearing the immersion gear, as the advertisements playing on screen finally run out.]
["Starting Immersion... In order to avoid being Immersed, make any attempt to not be Immersed."]


ImDead1ns1de
Meursalt says that it probably inserts their current self in instead of having them take the role of another character.
คຖ໓rē ¢hค໐Ş
(Let's hope it doesn't cound as mind control...)
ImDead1ns1de
Meursalt crabs that they should probably do as the immersion gear says and not roleplay too hard, or they might act like they've had imposed vision or something and start believing the movie was reality.
JOE
[the Immersion Gear clarifies "Immersion is completely safe and maintains a precautionary layer of unreality as margin. That warning is for any individual unwillingly targeted by the Immersion Gear, such as if driving an automobile."]
[...]
["Earlier on The Lost Teenagers..."]
["in The Macaw, a Hyacinth Macaw caused great damage to the School! It was eventually disarmed of its powerful weapon and neutralised due to the heroic actions of the Salt Savior, and the bottomless stomachs of our heroes."]
["Later, in The Chicken And The Free, our earlier heroes engaged in escapades of cooking both tragic and horrifying, and two new ones joined the party!"]
["Now, the Capricious Cataclysm seeks to repair earlier damages to the school, followed by the others! But things won't go as smoothly as he hopes..."]
[during this opening narration, images show of the various mentioned events. They are... Conceptually right, but many details, such as the appearances of various people, are dramatized or shifted. It is a movie, after all.]

ImDead1ns1de
Meursalt crabs in nostalgia. The movifying of what has happened is quite amusing, although he wonders who is producing these movies.
คຖ໓rē ¢hค໐Ş
"Just imagine watching porn using this stuff..." - suddenly deadpan
JOE
[Joe, Andre and the Surfer find themselves standing behind the others right as Sadistic sticks out his leg to trip Capricious! Mersault is in the position of Salt Savior and also, not a crab, for obvious reasons.]
The Winds Of Chance
Result: 1

JOE
[As the Capricious falls, Chaos tries to me. It successfully mes (from the perspective of the Capricious), creating a doppelganger of him, which then has a child with I am falling.]

ImDead1ns1de
Meursalt as salt savior attempts to just stasis the doppelganger.
The Winds Of Chance
Result: 1d20 (5)
Result: 1d20 (3)

JOE
[Pre-perception kneels to check on Capricious, asking if he is okay.]
[Meanwhile, the Salt Savior attempts to Stasis the Doppelganger! This works.]
[(it does not use actualMersaults Stasis ability, obviously)]

ImDead1ns1de
Meursalt cheers as disaster is mostly averted.
JOE
[Capricious is busy interrogating Sadistic about why he is so sadistic, while Freeform changes into another copy of Capricious for some reason and Pre-perception fixes the broken nose Capricious got.]
[Capricious eventually turns to Mersault. "Salt, why the copy in stasis? something bad about another me?"]
[(he has a bloody nose, but the movie is minimising that for viewer experience.)]


ImDead1ns1de
Meursalt simply replies that doppelgangers made from chaos wishes have a high chance to be aggressive.
JOE
[Sadistic nods. That matches his understanding of what a doppelganger is.]
คຖ໓rē ¢hค໐Ş
"What if it just wanted to play!"
JOE
[(are you saying that as Capricious, or as Andre?)]
คຖ໓rē ¢hค໐Ş
(Both)
ImDead1ns1de
Meursalt asks Capricious if he genuinely believes his poorly worded chaos wish would go that well.
JOE
Joe interjects "He tried to shoot you though."
ImDead1ns1de
He also turns to original Andre and reminds him how the actual encounter went.
JOE
[Andre is in other news now level 9.]
คຖ໓rē ¢hค໐Ş
"Well, maybe they had a little bit weird understanding of games..."
ImDead1ns1de
Meursalt reminds original Andre of the absolute disaster that was the hole.
JOE
[Sadistic looks at Joe and Andre curiously. "...Who are you, and why does Salt know you?"]
คຖ໓rē ¢hค໐Ş
"Don't worry about us. We are just archeologists from the future. Studying the past. Do your thing"
JOE
"I'm Joe. Which is you but Not a caricature or sadist."
ImDead1ns1de
Meursalt simply says that he has been combined with a copy of himself from the future through ⭐movie magic⭐.
คຖ໓rē ¢hค໐Ş
>Giggles, when heard it
JOE
["I'm not a sadist! I just want more luck power."]
"Your name is Sadistic Serendipity."
["...Huh. Yeah, it is. That's really weird."]
[the power of the Movie Plot changes the ambiguous parts of the mind of Capricious to get them to get back to fixing the school.]

คຖ໓rē ¢hค໐Ş
(Hmm, how about... Chaos Wisdom - weird type of awareness and instinctive sense. Mostly give hints about weird stuff, chaotic systems and things impossible to know otherwise about situation).
ImDead1ns1de
Meursalt asks Capricious why they want to fix the school with the unpredictable power of chaos wishing anyways.
JOE
[(I am not sure that is implementable, but we can discuss that further after the Movie. and also after I get back because i gotta go for a little.)]
JOE
[back]
ImDead1ns1de
Now that the main plot thing of the movie has been removed, Meursalt wonders if it will just...end.
คຖ໓rē ¢hค໐Ş
(Well, it probably hard to implement. Maybe as some bonus for insight against unknown and unpredictable. Other things I came up with...)

(Discord - ability to see weak points of complex systems to push them towards the change. Can be used to break something, or tell something really unbalancing for someone to change their mind or mood.)

(Wondercraft - ability to fuse two objects with other, making the new one with some combination of their characteristics. However, It is unpredictable which characteristics will be most pronounced. High roll - those that the creator wanted will be more expressed)

(Pandemonium - ability to get boost to powers from chaos happening around or caused by the player)
JOE
[no comment, but currently I am waiting on Andre answering as Capricious. unless he would rather I do that.]
คຖ໓rē ¢hค໐Ş
I let the plot decide, what he should say.
JOE
["Because, is place where we are living, so we should keep it in good condition, and chaos wishing is only way we have to fix it."]
ImDead1ns1de
Meursalt wonders if he has sustain available at this point in time.
คຖ໓rē ¢hค໐Ş
"Yeah, dude tells the truth. Also, there is a possibility to find other place or create new one. Chaos is a wonderful thing." - just commenting in the background.
JOE
[nope, he got Sustain Target while Erkin was branded and Andre was polybiused.]
ImDead1ns1de
Meursalt just shakes his head at original Andre.
คຖ໓rē ¢hค໐Ş
Do this
Image
JOE
[Capricious holds up his hand to snap. Freeform, still transformed into Capricious, also does this. "Whatever... I am starting - prepare!"]
The Winds Of Chance
Result: 4

คຖ໓rē ¢hค໐Ş
"Prepared!"
[Chaos: make it work, please]
The Winds Of Chance
Result: 1d20 (9)

คຖ໓rē ¢hค໐Ş
(What, its unreal. We can have fun, right?)
ImDead1ns1de
Meursalt just sits back since he can't do a whole lot the way he is right now.
JOE
[The school is repaired... repaired with chaos! Masses of chaotic substance fill the holes, flaring with strange possibilities, unpredictable influences if neared. Capricious, nearest to one of the masses, gets a smoky lower half for levitation, like a genie!]
[Chaos makes it work! It being DoppelCapricious, who is freed of the Stasis of the Salt Savior!]

The Winds Of Chance
Result: 13

ImDead1ns1de
Meursalt tries to stasis the doppelganger...again.
JOE
[the Immersion Gear chimes in that all ability uses inside an Immersion scenario are simulated, not real.]
[DoppelCapricious lunges for one of the holes, grabbing an invisible gun that rises out of it! It turns to point the gun at the original capricious.]

The Winds Of Chance
Result: 1d20 (2)

คຖ໓rē ¢hค໐Ş
"You are future me. Or alternative timeline me. I felt this other chaos, pal". - Capricious smile towards Andre and then back to action
The Winds Of Chance
Result: 1d20 (9)

JOE
[Doppel resists the Stasis, and fires at the distracted Capricious!]
The Winds Of Chance
Result: 4
Result: 10

ImDead1ns1de
Meursalt tries again, rinse and repeat.
คຖ໓rē ¢hค໐Ş
🍿 🥤
JOE
[Pre-perception, though, reacts in time, pushing Capricious out of the way! Capricious commands Chaos to Stone the Doppelganger, while Mersault tries to stasis it!]
The Winds Of Chance
Result: 11
Result: 1d20 (19)
Result: 1d20 (10)

JOE
[It becomes stone just like in the original events, then becomes in Stasis.]
ImDead1ns1de
Meursalt warily and wearily drags it over to The Hole and drops it in.
JOE
[Mersault cannot drag it while it is in stasis! but judging historically, if he unstasises it, this will not be a problem.]

ImDead1ns1de
Meursalt facepalms at himself and unstasises it. He wonders if there will be sequel movies in the lost teenagers series.
JOE
[In other news, Freeform has shifted into a flying fox bat, and Sadistic and Pre-perception hit the Doppelganger with a backpack and a foot as the Stasis fades, knocking it over and helping Mersault drag it into the hole.]
[the Doppelganger fires wildly twice, but Pre-perception makes sure nothing comes of that.]

ImDead1ns1de
Meursalt thanks them for being helpful.
JOE
[Capricious, meanwhile, makes a chaoswish which does nothing.]
[the Credits begin to scroll down the screen and things slowly fade to black. All of the credits have a set of letters which adds up to 108 if summed using a=1 Z=52. like, just as an example, JOE.]


[It is around this point that Freeform flies over the hole and gets shot.]
ImDead1ns1de
Meursalt wonders what the other movies in the theater are like. Maybe the comic one would be fun.
คຖ໓rē ¢hค໐Ş
"This was pretty cool."
JOE
[the Credits instantly disappear and the fading ends as well as Freeform starts falling. Pre-perception of course catches Freeform- but Capricious gets unlucky and teleports Freeform right back into the hole!]
ImDead1ns1de
Meursalt forgot about this part. Andre can fly so...he turns to original Andre for help here.
คຖ໓rē ¢hค໐Ş
"Fine". - fly and help
The Winds Of Chance
Result: 3

JOE
[Andre flies down. Meanwhile, Capricious tells Chaos to make the hole push them outside! The hole launches Andre, Freeform, and possibly Pre-perception into the ceiling, and they all tumble back down after a painful impact.]
ImDead1ns1de
Meursalt regrets many things. But then again if Capricious spams enough chaos wishes he eventually makes a successful one if things happened like they did last time so Meursalt just waits and hopes Andre doesn't accidentally make things worse.
JOE
[Pre-perception lands safely and tries to catch Freeform as Andre tries to just use his ability to fly to solve this and Capricious wishes for Chaos to heal Freeform.]

The Winds Of Chance
Result: 10

JOE
[-Of course, Chaos heals Freeform- but then teleports them way down the hole in the process.]
[Capricious then casts time stop! Stopping themself in time!]
[the subsequent events cannot just be pulled from the original because Mersault is not using Stagnate Fortune : 8]

คຖ໓rē ¢hค໐Ş
[Chaos: use Stagnate Fortune: 20]
The Winds Of Chance
Result: 1d20 (7)

ImDead1ns1de
Meursalt just tries to pull Capricious out of his time stop.
JOE
[(simulated)Chaos uses Stagnate Fortune for a duration of 20 rolls. with that roll of 7 you just got.]
[Roll Stagnated! Meursalt fails.]

ImDead1ns1de
Meursalt immediately starts juggling his shoes and failing to try and get rid of the rolls.
คຖ໓rē ¢hค໐Ş
"Lucky number!" - tries to interfere with anyone stopping the time stop
JOE
[Sadistic considers running off for the original-timeline-strategy, but with 20, he has not got enough rerolls.]
JOE
[Roll Stagnated, Roll Stagnated. Mersault trips trying to take off his shoes, falling into the Hole in the process.]
Joe sighs, pulls out his Lava Gun, and shoots his past self.
ImDead1ns1de
MEURSALT REGRETS NOT GRABBING ERKIN EARLIER, ERKINS FREEDOM BE DAMNED.
คຖ໓rē ¢hค໐Ş
[Chaos: freeze the lava]
The Winds Of Chance
Result: 1d20 (9)

คຖ໓rē ¢hค໐Ş
>Mad laugh
JOE
[Roll Stagnated, Roll Stagnated, and Chaos freezes the Lava successfully.]
ImDead1ns1de
Meursalt tries to cling to the sides of the hole.
JOE
Joe just repeats himself, shooting Sadistic Serendipity again. this time in electric mode.
ImDead1ns1de
Meursalt realizes rolls are still stagnated and keeps trying anyways.
JOE
[Roll Stagnated. Mersault is unable to get a grip.]
ImDead1ns1de
And again and again he tries.
Meursalt dearly wishes he was crab again, because crabs can climb good.
JOE
[Joe shoots again. Roll Stagnated, Roll Stagnated. Joe spends like 9 simulated rerolls, all Stagnated. Sadistic spends a similar amount of miraculous rerolls, all Stagnated...]
The Winds Of Chance
Result: 1d20 (12)

JOE
[Sadistic dodges, ending the Stagnation.]
The Winds Of Chance
Result: 1d20 (1)

JOE
[meanwhile, Mersault breaks his arms trying to slow his fall.]
คຖ໓rē ¢hค໐Ş
[Chaos: Save Mersault]
The Winds Of Chance
Result: 1d20 (4)

ImDead1ns1de
He keeps trying to climb out of the Hole and wonders if original Andre has rescued freeform and pre preception.
คຖ໓rē ¢hค໐Ş
"Ok, aren't the movie should end already?" - fly into the hole and try to help people go out.
ImDead1ns1de
Meursalt has made a massive mistake facing his past. He should've buried the memory altogether.
JOE
[Chaos saves Mersault from the pain of trying to climb with broken arms by putting him to sleep.]
[(which is to say Salt Savior is asleep, Mersault is now in Spectator mode.)]

ImDead1ns1de
Meursalt just shakes his head in disappointment. This scenario just really couldn't end well until the very end.
JOE
Joe walks over to Capricious and kicks the time stop.
The Winds Of Chance
Result: 1d20 (4) + 1d10 (5)

JOE
Simulated Reroll.
The Winds Of Chance
Result: 1d20 (5) + 1d10 (6)

JOE
Again.
The Winds Of Chance
Result: 1d20 (14) + 1d10 (4)

JOE
[It works.]
[Capricious, after some confused blinking, wishes 'Bring everyone back and well'.]

The Winds Of Chance
Result: 20

JOE
[and it works with no side-effects.]
ImDead1ns1de
Meursalt is presumably awake with unbroken arms now and looks around. The school is now in a more chaotic condition than before and everyone is a smidge more traumatized.
JOE
[Pre-prediction says 8 words, which get an echoey meaningful-last-line-of-the-movie quality.]
["We will never talk about The Hole, again."]
[roll credits, but for real this time.]
[(remaining dialogue from the original scenario plays during the credits, slightly distant and muffled).]

ImDead1ns1de
Meursalt has now learned to not conquer his past, it only ends in slightly worse tragedy. He wants a drink.
JOE
Joe rolls to sense someone getting a wrong conclusion.
The Winds Of Chance
Result: 1d20 (17) + 1d10 (4)

JOE
"Mersault, are you by any chance reaching a wrong conclusion right now?"
คຖ໓rē ¢hค໐Ş
"Ok, I am a bit less hungry now... Should we go into restaurant next?"
ImDead1ns1de
Meursalt shakes his head. He has reached the entirely right conclusion.
JOE
"What conclusion might that be?"
ImDead1ns1de
Meursalt crabs that the past is better left buried deep, never to be rediscovered for the painful memories only bring worsened pain.
คຖ໓rē ¢hค໐Ş
"Have fun while you can?"
JOE
"I'd like to propose the alternative conclusion that 'the Movie Immersion Machine works hard to stick to the plot so when you are watching a movie of your past it goes about the same way the original did.'."
ImDead1ns1de
Meursalt crabs stubbornly that this is just representative of how the past can only repeat itself in gradually worse iterations, an endless cycle of painful history.
คຖ໓rē ¢hค໐Ş
"Well, this pretty obvious. My lucid dreams mostly working on the same principle last few years..."
JOE
Joe rolls his eyes. "What do you think would've happened if, as soon as we loaded in, I shot everyone with the sleep gun?"
คຖ໓rē ¢hค໐Ş
"Something would happen to make it meaningless for the plot." -shrugs and goes away
JOE
"Probably. So when everyone woke up, they'd continue what they were doing. And what'd've happened if, before the Hole happened, a future version of me had shown up and shot everyone with the sleep gun?"
ImDead1ns1de
Meursalt crabs that he doesn't know but they might have tried to fight future Joe and fail.
คຖ໓rē ¢hค໐Ş
"Please, don't talk about time travel... It hurts my brain, because I don't know when to stop thinking."
JOE
"Right. They'd fail, because I have a bunch of rerolls and a sleep gun and bonus luck and the element of surprise. And then, when they woke up, it would be Nighttime, so Andre's wishes wouldn't turn out the same way, and Erkin would probably stay asleep, and so on."
ImDead1ns1de
Meursalt sips at his drink.
He agrees with this point.
JOE
"The past could've gone differently. But if you're watching a movie, the plot has inertia, y'know?"
คຖ໓rē ¢hค໐Ş
(Also, can this one work as new Ability?)

(Wondercraft - ability to fuse two objects with each other, making the new one with some combination of their characteristics. However, It is unpredictable which characteristics will be most pronounced. High roll - those that the creator wanted will be more expressed)
ImDead1ns1de
Meursalt agrees that the movie has to movie on and changing it is a bit difficult.
JOE
[So, effectively Concept-Object combination, but less predictable and able to work on non-Concept Objects?]
คຖ໓rē ¢hค໐Ş
(Pretty much yeah.)
"Also, I never tried surfing... Is it hard?"
JOE
[reifying...]
[Wondercraft, Level 1.]
[You may perform Concept-Object Combination using non-Concept Objects, with a +4-1d7 Modifier. The process always technically succeeds, but lower rolls will result in chaotic results.]
[acceptable?]

คຖ໓rē ¢hค໐Ş
"Also, people, wanna see something cool?" - when going out of cinema
ImDead1ns1de
Meursalt feels fear.
JOE
["It takes some learning! When you wipe out, it's going to hurt, but diving in- sink or swim- is the best way to learn."]
ImDead1ns1de
He crabs Andre what he means by cool.
คຖ໓rē ¢hค໐Ş
"I think, my problem would be not to fly, when I am falling..."
คຖ໓rē ¢hค໐Ş
"Well, let's say I could craft wonder out of garbage?"
ImDead1ns1de
Meursalt crabs if this wonder has chaotic effects.
JOE
[incidental note: the Immersion Gear is on low power. It will automatically recharge slowly over time, something like one use a Day.]
["Right, you can fly... I dunno what it's like to learn to surf, without knowing how, while you can fly. Never seen anyone try it!"]

คຖ໓rē ¢hค໐Ş
(I thought, it was left at cinema)
JOE
[Mersault owns it, so I assumed he brought it with him.]
ImDead1ns1de
Meursalt just puts it in his backpack.
คຖ໓rē ¢hค໐Ş
"Well..." - takes an empty bucket of popcorn and empty cup of cola.
[Fuse: empty bucket of popcorn + empty cup of cola]
The Winds Of Chance
Result: 1d20 (1) + 4 - 1d7 (6)

คຖ໓rē ¢hค໐Ş
(I think, I started the apocalypse again.. How?)
ImDead1ns1de
Meursalt feels immense fear. Perhaps watching the movie has cursed them.
JOE
[Wondercraft emphasises the 'Empty' property of both, creating a Hole, a sucking abyss that pulls at everything nearby, a vicious howling recess in the floor.]
Joe, of course, was already lagging behind at a safe distance. Shame his Gun doesn't have a tractor beam mode.
ImDead1ns1de
Meursalt let goes of ha sartan and tries to stasis it.
The Winds Of Chance
Result: 1d20 (19)

JOE
[-it works.]
ImDead1ns1de
(gtg)
คຖ໓rē ¢hค໐Ş
"It was just garbage... How?" - look at stasised horror sadly.
JOE
"try describing the specific garbage in your own words." Joe suggests.
["Never a dull moment around you guys, huh?" comments the Surfer Girl on the side.]
คຖ໓rē ¢hค໐Ş
"Just and empty popcorn bucket and empty cup of cola... They were things in my hands."
The Winds Of Chance
Result: 1d20 (1) + 1d10 (2)

JOE
"Welp, must be a freak accident that won't ever repeat and makes no sense." Joe says.
คຖ໓rē ¢hค໐Ş
"You have no idea... If you like journeys, it might be cool. How we can dispose of it?"
The Winds Of Chance
Result: 1d20 (12) + 1d10 (6)

คຖ໓rē ¢hค໐Ş
>Try to poke weird thing in stasis
>Got an idea 💡
JOE
"Well, it looks like a hole. So maybe we could fill it with stuff? If that fails, I can try to combine it with a knife or something and get really lucky and have it work."
คຖ໓rē ¢hค໐Ş
(Hmm, I probably have gun with me from civilization class? I didn't give it away, right?)
JOE
[as far as I am aware you did not.]
คຖ໓rē ¢hค໐Ş
>While touching anomaly in stasis:
[Fuse: Hole + Gun]
The Winds Of Chance
Result: 1d20 (4) + 4 - 1d7 (7)

JOE
[The anomaly is in Stasis. It fails.]
[regardless of and without considering the roll, which would have made things even worse if I was considering it.]

คຖ໓rē ¢hค໐Ş
"I feel like Chaos trying to tell me something... Let's try to fill it with garbage"
ImDead1ns1de
Meursalt crabs awake again. He looks at Andre poking the black hole and holding a gun. He crosses his limbs and looks very disappointed.
JOE
Joe begins shooting the hole with his Lava Gun for raw material.
คຖ໓rē ¢hค໐Ş
"What? Maybe I wanted to threaten this thing out of existence!" - try to pour some garbage in the hole
The Winds Of Chance
Result: 1d20 (20)

JOE
[Andre manages to add garbage Without it catching fire and exploding from the Lava Joe is pouring in.]
คຖ໓rē ¢hค໐Ş
"Let's go on the beach. I want to try surfing."
ImDead1ns1de
Meursalt crabs that ha sartan is on the loose again and they might need to do something about that.
JOE
["Alright! I'unno how much of my experience will help when you're a dragon who can fly, but it's generally a good idea to Go with the flow, because the tide always turns."]
Joe continues pouring Lava into the Stasis'd Hole.
ImDead1ns1de
Meursalt asks Joe when they will have enough material to safely unstasis the hole 2.0.
คຖ໓rē ¢hค໐Ş
>Go to the beach and try surfing
JOE
"I dunno. If it takes more than 15 minutes I'm thinking you unstasis it and I try to combine it with something and don't roll a 1 like Andre."
[I do not even know how Surfing works for humans, and all the advice from the Surfer Girl is actually mangled song lyrics. The Surfing goes... however surfing would go?]
The Winds Of Chance
Result: 1d20 (8)

คຖ໓rē ¢hค໐Ş
(It goes average. I need a lot more practice. And probably more waves)
Pops up from water, fly above it and trying to shake it off: "Ok, it was fun. Do you think there is some island in the sea, Surf? I would like to have some tropical paradise for myself".
JOE
["There could be! I mostly stay pretty close to the shore where the waves are, so I don't really know."]

คຖ໓rē ¢hค໐Ş
"We can fly and check this out?"
JOE
[the Surfer girl nods and sets off like a bullet out of a gun or some other metaphor for setting off quickly, heading in a random direction. "Meet back in fifteen minutes!"]
The Winds Of Chance
Result: 1d20 (8)

คຖ໓rē ¢hค໐Ş
"You don't have a compass and should probably not hurry so much..." - just floats in the air and enjoying the sea
>Lying in the air as if on a beach and basking in the sun
ImDead1ns1de
Meursalt stills feels a bit concerned about Ha'Sartan. Maybe they should go back to school?
JOE
[The Surfer girl is too far away to hear you]
The Winds Of Chance
Result: 1d40 (11) - 20

JOE
[at your more relaxed search pace, you find nothing.]
"Maybe. What's your plan for when we get back, try to shoot it or try to negotiate?"
คຖ໓rē ¢hค໐Ş
"Now I can search." - fly in random direction. But remember how to come back
ImDead1ns1de
Meursalt wishes to negotiate, and maybe have Andre try and make an extension for the crabslator so it works on Crab Hebrew.
The Winds Of Chance
Result: 1d20 (12)
Result: 1d20 (17) + 1d10 (2)

JOE
"I don't think that's a great plan."
JOE
[You do not find anything.]
ImDead1ns1de
Meursalt crabs that he doesn't really want to kill Sartan.
คຖ໓rē ¢hค໐Ş
"Hmm, maybe I should just create one? I am in the middle of the ocean, what can go wrong? Although, islands are pretty big..."
[Chaos: create accurate map of the ocean with closest island marked]
The Winds Of Chance
Result: 1d20 (15)

JOE
[Chaos creates an accurate map of the ocean. It... looks like IRISmaps, and marks the mainland.]
คຖ໓rē ¢hค໐Ş
"Huh, this is useless, but kinda obvious..." - try to search it for other islands
The Winds Of Chance
Result: 1d20 (7)

JOE
[You do not find anything.]
[meanwhile, the Surfer Girl makes her own roll...]

The Winds Of Chance
Result: 1d20 (2)

JOE
[and also no find thing]
คຖ໓rē ¢hค໐Ş
"Chaos!" - fly back at maximum speed
JOE
"What about burning off almost all of its flesh, putting it to sleep, and dumping it in the slowest-time zone we can find?"
Joe rolls for the hole to be full of Magma now.
The Winds Of Chance
Result: 1d20 (6) + 1d10 (1)

JOE
reroll!
The Winds Of Chance
Result: 1d20 (12) + 1d10 (10)

JOE
[the hole is full of magma now]
JOE
[the Surfer Girl also returns to the place you and her set off from, since it has been 15 minutes.]

คຖ໓rē ¢hค໐Ş
"Well, I didn't find anything. Even using the map. And creating the whole island seems like beyond my ability"
ImDead1ns1de
Meursault is aghast. He crabs that what he's getting at is a more peaceful, less harmful method.
คຖ໓rē ¢hค໐Ş
>Check on JOE and Meur. And the Hole 2.0
JOE
"If it turns out we can't communicate and it's not peaceful, what exactly is your alternative?"
ImDead1ns1de
Meursault crabs that if sartan is like the chickens then murder kinda is the only option.
Naan
(Could someone give a recap of what happened in the past like 5 sessions. I've been busy and missed them all)
ImDead1ns1de
Unless Anre chaos wishes and uncrabs the tarot cards somehow.
ImDead1ns1de
(uhhhhh.
what do you last remember happening?)
JOE
[Checking where you were last...]
คຖ໓rē ¢hค໐Ş
(Remmber all the weird thing happened...)
Naan
(Chicken coop, elder chicken fight. )
คຖ໓rē ¢hค໐Ş
"Well, they could talk? Maybe they not that bad?" - flew with Surf to them
ImDead1ns1de
pinned
a message
to this channel. See all
pinned messages
.

JOE
[Okay, so: there was a bunch of exploring new places. People tried to access the School Library- they would eventually succeeded and then forgot about the spoils. Joe and Mersault killed the Elder Chicken (in stasis previously) without letting it do anything. People explore the Dungeon with it in stasis, but are unable to find the Core, and the way down will not open due to stasis. Also, Andre and Mersault get sleeping gassed and Joe saves them.]
[the next day, Nami investigated the Truth room but did not really reach any conclusions. The group, Nami in tow, returns to the Dungeon. Mersault manages to become a Crab again thanks to dungeon loot, and appropriates a bunch of Crab monsters from the Dungeon for his Crab Horde.]


คຖ໓rē ¢hค໐Ş
(Meur need a pair of telekinetic hands)
JOE
[The dungeon spawns unmanageable amounts of monsters on this day, if not in stasis. eventually everyone leaves, except Nami, who is presumably still standing there motionless.]
[The next day, the Dungeon does not get visited. Joe at some point makes himself a personal shielding charm thing, while Mersault gets a Crab Crown which gives him 0-1 XP when he converts something into a crab, depending on importance and with crown durability being proportional to how much trouble this causes; he has not caused very much crabbly trouble for that.]


[(to be clear: XP yield is from importance of target; ha`Sartan means the crown probably will not break if he crabs something important but nonproblematic, but does not in itself grant XP, because the deck did not matter.)]

[(gtg, other people can hopefully summarize the rest)]
คຖ໓rē ¢hค໐Ş
(I probably should go to sleep)
ImDead1ns1de
(oof. so after that the freedomchaos chicken is turned immortal by andre and joe sleep guns it to eternal coma oblivion because he gave his gun sleep properties. dungeoning happens at some point meursault is furrified and joe undergoes trial where everyone fails to find out he has the furryizer becuase he rolls too dang high. the furryizer is also antimemetic now bc andre chaos wished it on accident. the elder chicken is murdered at some point. more dungeoning is done. andre gets a gun. there is a money room with a vault that has yet to be opened and a truth room filled with secrets. library shenanigans and meursault is cosplaying as a librarian crab. the dungeon is unstasised at some point and growing and spawning monsters now.andre gets a healing factor. meursault recruits dungeon crabs. he is also crab king and a regular crab again. joe gets a shield. meursault crabifies the hermit tarot and the scrying pool is angry and anti crab. its in stasis. a birthday event with flaming moths happens and there is a principal room with report cards.meursault is rich from moth life insurance. there is a wheel that spits out dungeon monsters. the entire tarot deck is crabbified and produces ha sartan, a crab hebrew speaking tentacle crab thing named ha'sartan that likes honey. it is stasised, xianxia trash is found, everyone road trips to the city that is under lockdown bc nami brainwashed some people. nami is banned from the city and andre is now friends with surfer girl. meursault gets abused and ripped off at a fast food place and buys a super ultra deluxe movie pass and they all watch THE HOLE movie in immersion mode. andre also creates a black hole that is stasised and ha sartan is on the loose.)
(mightve missed some things but thats most of it.)
คຖ໓rē ¢hค໐Ş
(Ok, there was something else... I was there after the dungeon. Chaos, I can't remember in which order things happened. At some point Meur created weird tumor-crab out of Tarot deck. Tub exploded at some point, we found out Iris is waterproof...)
JOE
[to be precise the City went on lockdown when Joe, Mersault and Andre arrived, because they arrived in the Car that Nami, Brainwasher Of People, was known to use.]
ImDead1ns1de
(i didnt realize nami is still in the dungeon. this is pretty bad.)
JOE
[oh, and Order Rain happened, which undid many of the random effects of people on the world, like the time Erkin tried to write his name on the roof in mud.]
JOE
[as long as Nami is not here Nami will not be negatively effected by this, and once Nami returns all Nami will need to do is beat, or run blindly through, the whirlpool bell monster room. It will probably be fine.]
คຖ໓rē ¢hค໐Ş
"Also, where Nami is anyway? I didn't see her for pretty long time".
ImDead1ns1de
Meursault crabs at Andre that Nami was last seen in the dungeon.
คຖ໓rē ¢hค໐Ş
"That's weird... Ok, should we go back to school and deal with tumor-crab?"
JOE
"If the existing translator doesn't work I vote to kill it."
ImDead1ns1de
Meursault crabs that they probably should since sartan is doing some weird spready thing.
คຖ໓rē ¢hค໐Ş
"We can just put it in the long sleep... Also, where was Chaos Chicken last time?"
ImDead1ns1de
Meursault crabs that...it was last seen with Joe putting it into a coma?
(gothic class i think)
JOE
"No need to worry about it, I've handled that problem."
ImDead1ns1de
Meursault crabs that Joe is being cryptically ominous.
คຖ໓rē ¢hค໐Ş
"I was just a bit worried about Order Rain breaking some stuff... Let's go back to school and do something about tumor crab"
JOE
"Well, see, I trust your judgement so much that I'm willing to give you all the details so you can somehow wake it up and immediately regret your decision." Joe replies, and starts walking towards the Car.
ImDead1ns1de
Meursault crabs that he has the rainbow key, and that if he stagnates fortune above 50% it will work at a 100% efficiency!
JOE
Joe rolls to trust Mersault's judgement.
The Winds Of Chance
Result: 1d20 (20) + 1d10 (10)

JOE
ImDead1ns1de
(the dice are insane)
JOE
[truly, this moment was the most critical moment to receive a natural 30.]
คຖ໓rē ¢hค໐Ş
"What is the rainbow key? Can it open portals into other dimentions?"
ImDead1ns1de
Meursault crabs that it is a key that lets one befriend freedomchaos chickens.
ImDead1ns1de
(all part of a greater plan im sure)
JOE
Joe gets in the car and waits for everyone else to get in.
ImDead1ns1de
Meursault crabs his way into the car.
คຖ໓rē ¢hค໐Ş
Get in the car: "Hmm, is trying fuse living creatures is the worst idea?" - suddenly asks after minutes of silence
JOE
Joe rolls to be good at car drive
ImDead1ns1de
Meursault vehemently crabs yes it is bad.
The Winds Of Chance
Result: 1d20 (5) + 1d10 (4)

JOE
reroll.
The Winds Of Chance
Result: 1d20 (8) + 1d10 (7)

JOE
[Joe is.................. passable.]
คຖ໓rē ¢hค໐Ş
"What if you have consent of said creatures?"
ImDead1ns1de
Meursault very desperately wants Andre to not try and fuse living creatures together, out of concern of pain for the creatures and because last time Andre made a black hole out of 2 relatively benign objects.
JOE
"I think the main risk is they become an abomination and try to kill you." Joe comments offhandly.
(gtg)
ImDead1ns1de
Meursault crabs that Ishmael has told him of the mad scientist and the abominations they made, many of which turned on them.
คຖ໓rē ¢hค໐Ş
"You are acting, like if I really planning to do so... I was just trying to fill the silence, while we driving".
ImDead1ns1de
Meursault crabs that with Andre, no one really knew if he meant what he said.
Naan
The hibernation is over, and Erkin finally awakes to a very different world
Erkin flies over the school looking at everything that happened
คຖ໓rē ¢hค໐Ş
"People sometimes telling me this. Also, maybe we should try to find a way to give you telekinesis or something? I saw you have a lot of problems with fine motoric".
ImDead1ns1de
Meursault crabs that he is interested in the power, but wary of the method to obtain it. Unless buying a minor convenience fixes his lack of fine dexterity but probably not.
คຖ໓rē ¢hค໐Ş
"You were telling something about capstones in the store or something... Could these be useful?"
ImDead1ns1de
(gtg)
คຖ໓rē ¢hค໐Ş
Get out of the car and float towards school
The Winds Of Chance
Result: 1d20 (1)

คຖ໓rē ¢hค໐Ş
(ded)
Naan
Incredibly, Erkin manages to miss the car driving in and someone floating out. Instead he decides to stare at the sun, thinking something is different.
JOE
[The Sun seems... unchanged.]
คຖ໓rē ¢hค໐Ş
(And so blindingly beautiful)
JOE
[OH ALSO THE MOTHS WEREEE NOT A BIRTHDAY EVENT MORE OF AN END OF WEEK ONE/SUNDAY/EXTERNAL INFLUENCE/ETC EVENT]

คຖ໓rē ¢hค໐Ş
>Scout the school carefully
The Winds Of Chance
Result: 1d20 (10)

JOE
[the crimson tendrils have substantial expanded through the hallway in the past hours. It will be hard to scout the school through the ordinary entrance without nearing them.]
คຖ໓rē ¢hค໐Ş
>Go back and tell: "Ok, guys, we may have a problem. It looks like hive from Prototype game... Or hentai fortress"
Naan
(Is the tendrils visible from the sky?)
JOE
[they are indoors, so not visible from the sky.]
"I have no idea what that is."
คຖ໓rē ¢hค໐Ş
"Tendrils everywhere"
JOE
"I propose we kill it with fire"
คຖ໓rē ¢hค໐Ş
"All school? I have bedroom in there... Shit, we need to check if Iris alright! And where the fuck is Erkin?"
JOE
"...As in kill ha'Sartan with fire, not the building. obviously. And presumably Erkin is asleep, like the last several days."
คຖ໓rē ¢hค໐Ş
"Maybe I should Mute us, so we could sneak inside and stop this thing from spreading..." - rubbing his chin. - "Does this sound like a good idea?"
JOE
"Might make it harder to communicate, and we don't know if it's mostly hearing, touch or sight-based sensing."
คຖ໓rē ¢hค໐Ş
"Ok. Let's go find this thing". - take out the gun and float towards the school
>Try to find tumor-crab
The Winds Of Chance
Result: 1d20 (4)

JOE
Joe, meanwhile, proceeds down the hallway lavaing, iceing, and then disposing of the resulting rock, for every bit of crimson tendrils he finds, slowly clearing away the spread.
Naan
Erkin still does not spot the two, and instead stares at the roof wondering where the maybe a phallic object drawing had gone
The Winds Of Chance
Result: 1d20 (4)

JOE
[truly, it is a great mystery. In the meantime, Andre decides to check the Crab Room for Ha`Sartan.]

Joe is too busy slowly clearing away crimson tendrils to follow him there.
คຖ໓rē ¢hค໐Ş
>Check the Bed Room to see if Iris alright.
JOE
[Iris... is not in the Bed Room!]
Joe is too busy slowly clearing away crimson tendrils to make any obvious observations about this.
คຖ໓rē ¢hค໐Ş
>Try to find Iris
The Winds Of Chance
Result: 1d20 (16)

JOE
[Maybe Iris is exactly where you left her???]
[-that would be the Infirmary, to be clear. She was watching the Xianxia trash because you were worried about them dying, remember?]


คຖ໓rē ¢hค໐Ş
>Go into Infirmary. See if they alright.
คຖ໓rē ¢hค໐Ş
(Yeah. I remember now)
JOE
[Iris and the Xianxia trash are right where you left them, unchanged... Well, Iris sat down nearby and presumably was keeping IRISmaps up to date, but besides that.]
[the crimson tendrils are not in this part of the school.]

คຖ໓rē ¢hค໐Ş
"Iris, we have some problems with tumor crab. Didn't you see or hear anything weird?"
Naan
(Can I see whats going on through a window?)
JOE
["...Nope! I was pretty focused on mapping the whole city you all found, though. Maybe I missed it?"]
[If you were already looking into the interior of the school, but probably not just flying by or such.]

คຖ໓rē ¢hค໐Ş
"Probably. I am gonna check the cafeteria. It like sugar, so maybe..." - check the cafeteria
The Winds Of Chance
Result: 1d20 (14)
Result: 1d20 (8)

JOE
[Ha`Sartan grabs Andre as he steps into the Cafeteria, its Ordo-infused substance dealing 1 damage in the process.]
Joe continues clearing away Sartan Material as he works his way down the hallway.
Naan
Erkin looks into a window, after divining that if something happened it must be because of a Chaos Wish
คຖ໓rē ¢hค໐Ş
>Shoot it in the face!
The Winds Of Chance
Result: 1d20 (16)
Result: 1d20 (1)
Result: 1d20 (1)

คຖ໓rē ¢hค໐Ş
👀
JOE
[Erkin observes the Crab Room is covered in red veins, forming a repeating pattern of 2 curving branches from a line, then an almost-square, then a line with a right-angle turn.]
[Meanwhile, Andre shoots himself in the foot, and Ha`Sartan is so surprised by this it does not act at all.]

คຖ໓rē ¢hค໐Ş
>Shoot this thing again!
The Winds Of Chance
Result: 1d20 (3)
Result: 1d20 (2)

คຖ໓rē ¢hค໐Ş
😒
JOE
[Andre misses again. Ha`Sartan is still busy trying to figure out how you can have such terrible aim.]
คຖ໓rē ¢hค໐Ş
"Don't judge me!" - try to weaponize Fusion. Crab part touching me + air around
The Winds Of Chance
Result: 1d20 (17)

Naan
"What the hell happened here? How much did I miss."
Flies in through the building entrance to see if he can find anyone
JOE
[the Sartan Part touching Andre dissolves into a noxious gas, releasing him.]
[Erkin sees Joe down the hall, shooting his gun at the floor repeatedly.]

คຖ໓rē ¢hค໐Ş
>Get some distance and shoot
The Winds Of Chance
Result: 1d20 (11)
Result: 1d20 (13)

JOE
[Andre shoots, but the Sartan dodges.]

คຖ໓rē ¢hค໐Ş
>Touch the gas with tip of the tail
[Fusion: Gun + noxious gas]
JOE
[the Sartan commands its spread-out crimson tendrils to point upwards as a field of spikes, stabbing at Andre.]
The Winds Of Chance
Result: 1d20 (18) + 4 - 1d7 (1)

คຖ໓rē ¢hค໐Ş
>Dodge using flight and shoot
The Winds Of Chance
Result: 1d20 (3)
Result: 1d20 (4)

JOE
[Andre constructs a Poison Gun that shoots Poison, then flies into the ceiling. Ha`Sartan, meanwhile, stabs at completely the wrong part of the room.]
The Winds Of Chance
Result: 1d20 (12)
Result: 1d20 (13)

ImDead1ns1de
Meursault wakes up in the car from a crab nap and heads into the school. He is very concerned to see his friends gone.
JOE
[Andre shoots again, but misses by a hair.]
Naan
"What are you doing Joe?"
JOE
"Clearing away at these... Cancer-tendrils, I guess?"
คຖ໓rē ¢hค໐Ş
>Try to fly point blank and shoot, relying on surprise factor of such maneuver
JOE
"It's Mersault's fault, somehow, not Andre's."
ImDead1ns1de
Meursault follows the trail of ice lava dead sartan stuffs to try and find Joe.
The Winds Of Chance
Result: 1d20 (20)
Result: 1d20 (10)

JOE
[The bullet lands head-on, poisoning Ha`Sartan. Its actions begin to turn sluggish.]
The Winds Of Chance
Result: 1d20 (4)

คຖ໓rē ¢hค໐Ş
>Ram with horns while thing dizzy, get some distance and shoot from blind spot
JOE
[There is only a very faint trail, as Joe is disposing of most of the resulting rock; Mersault does not see it.]

The Winds Of Chance
Result: 1d20 (17)
Result: 1d20 (10)
Result: 1d20 (2)
Result: 1d20 (9)

คຖ໓rē ¢hค໐Ş
"Die-die-die!"
ImDead1ns1de
Meursault just walks through the hallways that don't have sartan stuffs and hopes his classmates are okay.
JOE
[Andre knocks Ha`Sartan back and disorients it somewhat, but the next shot goes wide.]
คຖ໓rē ¢hค໐Ş
(I think shooting would be pretty loud in school...)
Naan
"Well I am not sure I can do anything about this one, but I can try and slash it?"
The Winds Of Chance
Result: 1d20 (16)

JOE
[Erkin cuts away at the tendrils. It does not destroy them per se, but presumably they benefit in some way from being physically contiguous, as many things do.]
คຖ໓rē ¢hค໐Ş
>Touch the wall with hand, use fusion and go out of the room before it even completed, just started
[Fusion: wall piece + air around]
The Winds Of Chance
Result: 1d20 (17) + 4 - 1d7 (4)

JOE
[The Cafeteria is now the proud owner of a new door shaped like a haphazardly-removed chunk of wall. Also present: a cloud of rock dust.]
ImDead1ns1de
Meursault continues to meander through non sartan rooms.
JOE
[Andre emerges into an un-Sartan`d hallway thanks to the tireless efforts of Joe, and also Erkin now.]

The Winds Of Chance
Result: 1d20 (11)

JOE
[Mersault does not find them as yet.]
คຖ໓rē ¢hค໐Ş
>Fly into hallway and hide behind the turn. Listen and wait - try to ambush the thing, if it trys go after him
JOE
[Due to its slow movement speed through un-Sartan`d areas, Ha`Sartan cannot chase you at appreciable rates.]
ImDead1ns1de
Meursault walks back and forth through the school trying to find someone.
The Winds Of Chance
Result: 1d20 (3)

JOE
[Mersault ponders whether Joe went to hide in the Hole. That sounds like a very reasonable place to check.]
ImDead1ns1de
Meursault shakes his head of these thoughts. That movie has affected him. He walks over to a sartan tendril and tries to stasis it.
The Winds Of Chance
Result: 1d20 (12)

คຖ໓rē ¢hค໐Ş
>Fly to the ceiling of the hallway and try to shoot Tumor-Crab from unusual angle.
JOE
[is the Hole back in the City still in Stasis?]
ImDead1ns1de
(yep)
The Winds Of Chance
Result: 1d20 (9)
Result: 1d20 (19)

ImDead1ns1de
Meursault tries again.
(gtg)
JOE
[Then Mersault fails. Meanwhile, Andre misses.]
The Winds Of Chance
Result: 1d20 (11)

JOE
[Mersault fails a second time.]
คຖ໓rē ¢hค໐Ş
>Ram the crab again, disengage and shoot
The Winds Of Chance
Result: 1d20 (10)
Result: 1d20 (7)
Result: 1d20 (19)
Result: 1d20 (3)

JOE
[the ramming, and the next bullet, both land. It is hard to tell how much the poison is spreading, since the poison is the same color as ha`Sartan, but it clearly is not doing well.]
คຖ໓rē ¢hค໐Ş
"It is so bad I cannot understand you..." - tell, while being at distance.
[Chaos: give this tumor-crab ability to speak English and understand it]
The Winds Of Chance
Result: 1d20 (18)

JOE
[It works with no relevant side-effects.]
คຖ໓rē ¢hค໐Ş
"So, how about you speak for yourself now?" - be careful, keep the creature at gunpoint and at distance
JOE
["I simply want the answer to a single question. What is the Kabbalistic meaning of Honey, as derived from its spelling, 'Dalet Vet Shin'."]
[Somewhere around this time, Joe and Erkin finish clearing out all the Sartan Veins outside the Cafeteria.]

ImDead1ns1de
Meursault wakes up again. He sees that his stasis attempts aren't working and heads off to try and find his classmates once more.
The Winds Of Chance
Result: 1d20 (7)

JOE
[He does not find anyone.]
คຖ໓rē ¢hค໐Ş
"Really? Then why all of this?" - points to thickets of tendrils
JOE
["...So I can make you pay attention to me?"]
ImDead1ns1de
Meursault crabs in anger. Why was it so hard for him to find someone?
He runs through the school in crabby rage.
JOE
["Also you did attack me a bunch."]
Joe heads back to the Cafeteria after telling Erkin where he's going.
The Winds Of Chance
Result: 1d20 (6) + 1d10 (3)

JOE
[Joe does not see Mersault on the way.]
The Winds Of Chance
Result: 1d20 (15)

ImDead1ns1de
Meursault has hopefully found at least one person by now.
JOE
[Mersault finds Erkin, standing in front of the Crab Room.]
ImDead1ns1de
Meursault crabs at Erkin and asks where sartan/anyone else is.
คຖ໓rē ¢hค໐Ş
"Well, I saw you attack my friend. I thought, you are our enemy..." - think and sigh - "Also, aren't the Kabbalistic meaning of honey suggests that it represents the transformative power of spiritual wisdom and connection with the Divine? I don't remember this part so clear. Not my usual thing to do".
JOE
[the Crab Room looks like some crimson veined thing took over the room, and then was removed using a mix of fire, ice,claws, and disintegration rays. so not in great condition.]
["I don't know, that's why I was asking?"]

ImDead1ns1de
Meursault is mildly upset at the desecrated land but has better things to do. Erkin seems to be semi not there so he just crabs away to find someone else.
The Winds Of Chance
Result: 1d20 (4)

คຖ໓rē ¢hค໐Ş
"We should probably ask others. JOE may remember things better than me. As a last resort, we can try to find the knowledge we are looking for in the library. How about the lunch?"
JOE
[Mersault does not find anyone. Meanwhile, Joe arrives at the Cafeteria.]
"Sup."
ImDead1ns1de
Meursault crabs. He rolls to remember sartan's last location was in the cafeteria and maybe its still there.
The Winds Of Chance
Result: 1d20 (1)

คຖ໓rē ¢hค໐Ş
"Hello JOE! The situation is under control... Also, are you alright, crab-seeking-wisdom? This shots were toxic after all".
JOE
[Meursault remembers ha`Sartan was created in the Crab Room! Clearly, it is still hiding there! better search harder!]
["Oh I'm probably dying, but not so quickly you can't answer my question."]

ImDead1ns1de
Meursault dives into the crab pool, that which was the birthplace of Sartan!
คຖ໓rē ¢hค໐Ş
"JOE, do you remember... What is the Kabbalistic meaning of Honey, as derived from its spelling, 'Dalet Vet Shin'?"
JOE
"Oh, good, if you're dying I don't have to laboriously kill you."
คຖ໓rē ¢hค໐Ş
"We are so bloodthirsty these days..."
JOE
"I don't think there is a single answer to questions like that. Kabbalistic reasoning is an exercise in pattern-matching and there's far too many patterns to match. Even restricted to its spelling, there's gotta be loads of answers."
The Winds Of Chance
Result: 1d20 (19) + 1d10 (8)

คຖ໓rē ¢hค໐Ş
"Well, we can just write all of them on the piece of paper... Or at least most probable ones and let crab choose most appropriate for their taste".
ImDead1ns1de
Meursault continues to swim in the crab pool for answers.
คຖ໓rē ¢hค໐Ş
"Can I create or summon some healing objects? I don't really want to kill tumor-crab anymore..."
JOE
"That said, talking entirely out of my ass because that's basically how Kabbalah works, Dalet is the fourth letter, Bet is the second, and Shin is, what, 21st? so that's 4-2-21, 'four to twenty-one'. Four is the four worlds of the Sephirot, but what's twenty-one? well, 22 is the connections between all the intact sefirot, so 21 is that less one, so it's one short of perfection. from Everything To Imperfection."
คຖ໓rē ¢hค໐Ş
"From Everything To Imperfection... Sounds like my life a little bit."
JOE
"Of course, that's not all we can argue. After all, 2 as 'to' is cutesy, but pretty questionable. in hebrew, you'd pronounce 'arba shnaim ...Esreim-ve-ekhad?', and shnaim doesn't sound like 'to'. So what else can 2 be? Well, I've read unsong. 2 is Duality, which is anathema to god or something. So, from Everything, something Ungodly, hence Imperfection."
ImDead1ns1de
Meursault has found the crab pool lacking. He stares in betrayal at that which has gave him rebirth and floats around for a bit. He is somehow at a complete loss at where in the school everyone else may be. He swims out and tries...again to find them.
The Winds Of Chance
Result: 1d20 (17)

JOE
[Mersault remembers that ha`Sartan... was in the cafeteria.]
คຖ໓rē ¢hค໐Ş
"I would try to summon some healing milk. We should have some it stock."
JOE
"If we have some in stock go find it like a normal person who doesn't use chaoswishes for no reason."
คຖ໓rē ¢hค໐Ş
"I have no idea where it is, really". - rubs his forehead
"Maybe kitchen?"
ImDead1ns1de
Meursault ventures forth with hesitance to the land of food. Would his deduction be rewarded at last?
คຖ໓rē ¢hค໐Ş
>Fly and try to find healing milk in the Kitchen
The Winds Of Chance
Result: 1d20 (20)

คຖ໓rē ¢hค໐Ş
>Bring it back to cafeteria and give to tumor crab
ImDead1ns1de
Meursault has finally found everyone! He crabs at Andre and asks what's happening.
JOE
"While we're at it, Arbash taim Esreim-ve-ekhad is.... Yeah I dunno. I don't think Arbash is actually a word. Taim is tasty and... Esreim-ve-Ekhad... well, it's literally 'tens and one'?... I dunno." Joe continues to muse.
[In other news, ha`Sartan is restored 100 HP by being given the Milk That Heals 100 HP. This will probably save it from poison.]
คຖ໓rē ¢hค໐Ş
"Tens and one? Like many things in one?" - just floating tired
"Hay, Sartan, why do even want to know this?"
JOE
"...Tens and, not Tens in? though I think that'd technically use the same letters."
["To glimpse the future of the solemn diverted and grasp the favor of the cerulean ascendant."]
คຖ໓rē ¢hค໐Ş
"I think my translation spell hiccups a little..."
JOE
["nope, I said what I meant and I meant what I said."]
คຖ໓rē ¢hค໐Ş
"Then I just don't understand how you see the world." - shrugs
ImDead1ns1de
Meursalt asks Joe what exactly sartan is asking for.
Naan
(gtg sorry, it was getting late here)

JOE
"It wants- Wanted?- to know the Kabbalistic meaning of Honey, as derived from its hebrew spelling 'Dalet Vet Shin'."
คຖ໓rē ¢hค໐Ş
(I am also going to sleep. Bye)
ImDead1ns1de
Meursalt crabs. He knows not Hebrew and asks Joe for the basic meanings of honey's individual letters.
JOE
"To be honest? I don't have a clue. Letters don't really have an individual meaning in common speech? it's like english, aside from A and I you can't have a word that's just a letter- Vet can mean 'In' or 'And', but the others don't have a meaning alone normally. I've been talking out my behind using their position in the alphabet and half-remembered associations to the Numbers."
"-those numbers are 4-2-21, for reference."
ImDead1ns1de
Meursault takes out the guidebook and handbook, hoping at least one of them give him basic hebrew information. (aka stuff you get from a very basic single internet search of the words)
The Winds Of Chance
Result: 1d20 (11)

ImDead1ns1de
Meursault crabs. Maybe that was the vault combo. Maybe not.
JOE
[Neither is a guidebook or handbook for Hebrew.]
ImDead1ns1de
Meursault crabs. From four to two, and from two to one. Was there division shenanigans going on here?
JOE
"I think in the hebrew numeric system 'twenty' is its own number, not 'two zero'?"
"-it is still base ten in speech as far as I know, but 'esreim' is 'tens', not 'shnaim efess'."
ImDead1ns1de
Meursault crabs that that's probably true, but they were asked to derive meaning from spelling, and Meursault doesn't have much to go on so this is simply the meaning he will apply for now.
Perhaps, he crabs, in mindless thought, that the fake exponential division of the numerical place of the letters honey simply represents the distilling of countless minerals and molecules, with all their life giving, sugar tasting properties, into a single golden substance, with the properties of every ingredient and yet still more that has arised from their combination. This is all complete bullshit but it sounds nice enough.
JOE
(that's a star2 reaction indicating the meaning I normally use Stars for, not an XP-granting event. which is something like 'funny/clever/amusing/witty/interesting/quality message')
ImDead1ns1de
(is my explanation smart sounding enough?)
Meursault crabs at Sartan and asks if any answer will be enough for him.
JOE
[Ha`Sartan is pondering this suggested answer and the other ones Joe pulled out of his rear.]
[(-It cares moreso about the attempt than the specific answer recieved. There is and can be no right answer.)]


ImDead1ns1de
Meursault crabs that if Sartan provided some info about Hebrew letters he could attempt much more and much better.
JOE
["Unfortunately, I know about as much as Joe does."]
ImDead1ns1de
Meursault crabs in acceptance.
He doesn't have any more major thoughts about 4 - 2 - 21 other than wanting to try it on the vault door at this stage.
JOE
[Night falls.]
Joe heads off to sleep.
Naan
(Upgrade Freedom from Chance using my 1 AP how you see fit)
คຖ໓rē ¢hค໐Ş
(Wait, where did I get 1 AP?)
JOE
[Reifying...]
[Freedom From Chance, Level 3.]
[Up to 8 times per Day, you may ignore your results on a Roll and roll a 17 instead. An additional 8 times per day, you may force a 14. Functions even during Stagnate Fortune.]
[Acceptable?]

Naan
(Yes)
JOE
[I neglected to deduct it when you picked Wondercraft.]
คຖ໓rē ¢hค໐Ş
>Take some healing milk and fly into infirmary
>Give it to Xianxia Trash. Maybe they would wake up. One drop is enough to fully use this game-based items, it should be easy.
>Fly outside, into explored green fields near desert
คຖ໓rē ¢hค໐Ş
(Also, can someone tell me about Capstones?)
(I am not sure how they work)
The Winds Of Chance
Result: 1d20 (8)

JOE
[The Xianxia Trash is at full HP(base MHP: epsilon), but gains 0.8% of the overheal value in MHP.]
[It is Nighttime, so whether this is enough or not, they remain asleep.]

#Capstones are items for usage past Level 10. Diagetically, their purpose is to stabilise the growth of your Role, on the logic that larger structures are easier to damage, and that in this conceptual land 'damage' can strike both Role and Enrolled (scraping away XP).
#Non-Diagetically, they exist to slow down growth past level 10 and keep power disparities from getting too big, with... Varying degrees of success.
คຖ໓rē ¢hค໐Ş
(MHP: epsilon - not sure what this means)
JOE
Image
คຖ໓rē ¢hค໐Ş
(No. This one I've got. I don't know what MHP is)
(Should probably think more about questions...)
JOE
#The standard use case is: You get to level 10. Now if you get hurt, by anything, you might lose XP. So you get a Capstone, and fuse with it through the method it demands. Now you have the benefits of the Capstone, but you can only level up if your Capstone is a high-enough level; levelling up your capstone is a process that depends on the Capstone in question.
คຖ໓rē ¢hค໐Ş
(Hmm, not sure I can imagine thier work right... I am close to LV 10. So I am thinking about getting into the Store and get one)
คຖ໓rē ¢hค໐Ş
(This is useful. I should probably take one and try this mechanic)
JOE
#Custom Capstones are also an option.
#as explained earlier, the Capstone ability 'Authority: {Concept}' gives you broad control over its Concept, and can also be used mechanically as if it was any combination of non-Capstone abilities under that Concept the user has previously possessed, with levels up to the total level of the Ability.
#The Capstone Ability 'Pure Authority: {Concept}' gives the first effect but stronger, without giving the second effect.
#(as far as I can tell all other Capstones are clear from their pinned description; except the Mask Capstone, for which the detail is restricted.)
คຖ໓rē ¢hค໐Ş
(Yeah, it's a little bit confusing...)
JOE
#Does it clarify things if I state that, if Joe moved all his levels from Luck Stockpile and Miraculous Survival to Authority : Luck, he would be able to generally mess with Luck freely- say, he could use that to make other people more or less lucky- and be able to treat himself as having Luck Stockpile Level 13 or Miraculous Survival Level 13 (or, say, Luck Stockpile Level 12, Miraculous Survival Level 1) at any time, but not both?
คຖ໓rē ¢hค໐Ş
(Ah, it's like up for flexibility?)
JOE
#Yes. Levels in Authority : {Concept} can be treated like levels in any other Ability and moved around freely.
#-Well, freely if the ability is unlimited use. If, say, Erkin had Authority: Freedom and used it to mimic Freedom From Limits Level 1, Erkins level of Authority: Freedom would effectively be lowered by 1 for the rest of the day, since part of the downside of Freedom From Limits is it being a once/day ability.
คຖ໓rē ¢hค໐Ş
(And Pure Authority is the same thing, but cannot be treated as specififc ability?)
JOE
#Yes. So with Pure Authority, you get a greater general-freeform-effect using your Concept, but not replicate specific abilities; a Pure Authority would have a hard time mimicking the benefits Stagnate Fortune and Kaleidoscopic Capabilities give, generally struggle with permanent or passive effects, and be unable to mimic something like Freedom From Limits unless it had enough levels to maintain a constant Freedom From Limits state.
คຖ໓rē ¢hค໐Ş
(Also, is all desert Minecraft-y or only around Temple?)
คຖ໓rē ¢hค໐Ş
>Take pile of sand into one and other hand
[Fuse: sand pile + sand pile]
The Winds Of Chance
Result: 1d20 (6) + 4 - 1d7 (2)

คຖ໓rē ¢hค໐Ş
[The result of curiosity was a stream of sand in the face]
>Go further into the desert to find and mine some sand blocks
คຖ໓rē ¢hค໐Ş
>Try to craft some sandstone
The Winds Of Chance
Result: 1d20 (8)

คຖ໓rē ¢hค໐Ş
"Hmm, I think I do something wrong... Maybe its because I am not Steve?"
JOE
[Only around the Temple. the rest is normal sand.]
คຖ໓rē ¢hค໐Ş
>Keep digging sand blocks, until have two stacks
>Take one stack into one hand and one stack into another
[Fusion: sand block stack + sand block stack]
The Winds Of Chance
Result: 1d20 (12) + 4 - 1d7 (5)

JOE
[...You are combining an object with one identical to itself with no clear intention. All the characteristics to emphasize or deemphasize are identical on both sides.]
[You get back a sand block stack with as many sand blocks in it as both stacks had together.]


คຖ໓rē ¢hค໐Ş
"Cool! I have 128-stack of Minecraft sand! Rarely see these stuff in the game in recent years".
>Take weird stack and go searching for someone else in school. Maybe Erkin is awaken?
คຖ໓rē ¢hค໐Ş
>Came into cafeteria: "Are you here, Meur?"
ImDead1ns1de
Meursault wakes up from his thoughts of honey and waves at Andre. He's kinda sleepy so he might blink in and out of inactivitiy for the night.
คຖ໓rē ¢hค໐Ş
"Look what I did!" - demonstrate 128-stack of sand blocks - "I want to try and make something interesting out of it. Wanna come? Maybe have some ideas? Some thing could be probably sold for a lot of money, if we really need them..."
ImDead1ns1de
Meursault crabs that Andre should be careful with his item combinations. He'll crab along with Andre.
คຖ໓rē ¢hค໐Ş
"Ok, I want to dig some salt first... There should be tools in the Factory." - go take tools from the Factory and start digging salt in the Salt Room
ImDead1ns1de
Meursault crabs along. There's been so many new things that they haven't really investigated the salt room yet. He looks around for the macaw.
คຖ໓rē ¢hค໐Ş
"Just ignore him and get the salt. I need it one big, pretty pile over there..." - points somewhere in a random direction and starts extracting salt
The Winds Of Chance
Result: 1d20 (7)

ImDead1ns1de
Meursault crabs Andre what he wants to do with so much salt.
JOE
[Before Andre can start harvesting salt, he hears a great flap somewhere in the room. Then the caw of a Macaw.]
คຖ໓rē ¢hค໐Ş
"Experimentation of course..." - look at the bird - "What? You wanna something? I could give you results of my mad experiments!"
The Winds Of Chance
Result: 1d5 (2)

JOE
[Somewhere in the shadows, there is a sound like pen on paper.]
[𝓐𝓷𝓭𝓻𝓮 𝓯𝓮𝓮𝓵𝓼 𝓵𝓲𝓴𝓮 𝓲𝓽 𝓲𝓼 𝓪 𝓫𝓪𝓭 𝓲𝓭𝓮𝓪 𝓽𝓸 𝓼𝓽𝓪𝔂 𝓱𝓮𝓻𝓮.]


(...gtg)
คຖ໓rē ¢hค໐Ş
>Take some salt and go out
"Maybe we should take some crab water instead?"
ImDead1ns1de
Meursault crabs up some salt and leaves as well. He crabs Andre what he's planning.
คຖ໓rē ¢hค໐Ş
"Ok. First I want to combine some random stuff into 'weird element'. And then I want to create or find some object, which can transform it into power, when I fuse it with it. Like, maybe I should create empty Devil Fruit or blank Bottled Superpower... We probably going to live in this world for a long time. So maybe I could to do something with my life here? Like get an interesting job or something."
ImDead1ns1de
Meursault crabs that Andre should probably have a clearer goal for what he wants to create if his ability works the way chaos wishing does. And he should probably be careful to not make another hole 2.0.
Meursault also crabs that he is interested in getting a job at the city to make some money too.
คຖ໓rē ¢hค໐Ş
"Well, first I wanted to try create a lot of interesting Salt... I am not sure, if we have enough. So maybe get some crab water? Make something like sand, which tries to become crab in shape. Or maybe some sandy crab? Both results would be good, really. It is just a start after all."
ImDead1ns1de
Meursault crabs Andre why he wants crabs specifically. Crabs are very great, but crab water can already make crabs normally.
คຖ໓rē ¢hค໐Ş
"Also, do you think it affect results, if I mute object before using fusion?" - look at crab Meur - "Well, it feels potent. And having power to become crab of sand or order sandy crabs to do stuff sounds pretty cool".
ImDead1ns1de
Meursault crabs that the mute might wear off, stay the same, or make the objects permanently muted, or give it the effect of muting other things. He doesn't really know.
คຖ໓rē ¢hค໐Ş
"Well, let's try it. Do you have some things, you don't care losing?"
ImDead1ns1de
Meursault crabs through his backpack and pulls out some...salt. Its the one thing he has a near infinite amount of.
คຖ໓rē ¢hค໐Ş
"Ok. What should be other item..." - takes defective rod, taken with other tools from. - "This should do it."
>Mute defective rod and lightly knocks it on the wall.
>Tells: "No sound from the rod, only from the wall". - takes some salt
JOE
[what defective rod?]
คຖ໓rē ¢hค໐Ş
(I remember, there were a lot of defective metals rods in Factory Room)
JOE
[if you mean from the Factory: the rods are not defective, they have defects. It is the different between a knife without a blade, and a knife with a scratch.]
คຖ໓rē ¢hค໐Ş
(Yeah? I thought it somewhat similar)
JOE
[If you cannot use it for its purpose, it is defective. If it is in not totally pristine condition, it has a defect.]
ImDead1ns1de
Meursault sustains the poor rod with a defect.
คຖ໓rē ¢hค໐Ş
(Not sure what these rods are used for, but ok. They are pretty good at being rods, I guess)
[Fusion: muted metal rod + little pile of salt]
The Winds Of Chance
Result: 1d20 (20) + 4 - 1d7 (3)

ImDead1ns1de
Meursault crabs Andre what his intention with that was.
คຖ໓rē ¢hค໐Ş
"I wanted it to be salty and muted rod after this".
JOE
[well the rod sure is salty and muted.]
ImDead1ns1de
Meursault removes his sustain from the rod. He licks it. Yep it sure is salty and soundless.
คຖ໓rē ¢hค໐Ş
"Weird... It kind of made of metal" - licks it - "But it tastes like salt. And sounds like nothing... Well, testing was a great success!"
"How about trying to make my stack salty too? I still have my little pile of salt!"
ImDead1ns1de
Meursault crabs that it would be a very effective stealth weapon with.
He also crabs that salty sand is essentially just salt with a more coarse texture.
คຖ໓rē ¢hค໐Ş
"Sand is not tastes like sault... I probably can craft some muted sault-sand blocks, if I am lucky."
ImDead1ns1de
Meursault crabs Andre if there's any other properties he feels like mushing together.
คຖ໓rē ¢hค໐Ş
"How about water, which behave more like sand?"
ImDead1ns1de
Meursault crabs...water that acts sandy? It sounds intriguing.
คຖ໓rē ¢hค໐Ş
"Minecraft nature of these block should contain this pretty well... We need some water". - go into bath and start fill it with warm water
"Do you have any bucket or something? I don't want to try it in the Bathroom".
ImDead1ns1de
Meursault...has picked up a plastic bucket at the beach! He asks Andre to not combine the bucket.
คຖ໓rē ¢hค໐Ş
"Of course. Take water and let's go into some boring class... Desert one, perhaps?" - go towards the Desert Class
"Ok, let's try it..." - muted water in the bucket. Pull out 128-stack of sand blocks. - "Are you ready?"
ImDead1ns1de
Meursault crabs that Andre should keep his experiments away from the skeleton, who is probably alive.
Also don't harm the cacti, they are just cacti.
คຖ໓rē ¢hค໐Ş
"Fine. Let's just take the skeleton out of the room... And go into opposite corner, far away from cactus". - takes skeleton out. With its cool glasses still on.
ImDead1ns1de
Meursault waves at the skeleton as it is carried away.
คຖ໓rē ¢hค໐Ş
"Ok, I am starting..."
[Fusion: water from the bucket + muted 128-stack of sand blocks]
The Winds Of Chance
Result: 1d20 (3) + 4 - 1d7 (6)

คຖ໓rē ¢hค໐Ş
(Disaster)
ImDead1ns1de
Meursault prepares his stasis....
JOE
[The entire Desert Room rapidly fills with water as the fusion transpires, a strange mix of Minecraftian water and normal water, with the for-movement-through viscosity of mollasses; in fullness 128 cubic meters of it, pouring down into any open air that remains with the speed of falling sand.]

ImDead1ns1de
Meursault stasises it.
The Winds Of Chance
Result: 1d20 (12)

JOE
[There is no air above to swim up to; and swimming out of the room before drowning is a difficult ask.]
[is the Hole 2 still in Stasis?]

ImDead1ns1de
(yep)
JOE
[Then that fails, since the scrying pool crab is too.]
ImDead1ns1de
Meursault stagnates his health and tries to rescue the skeleton.
JOE
[the skeleton was already removed, remember?]
ImDead1ns1de
(into a corner of the room?)
คຖ໓rē ¢hค໐Ş
(Out of it)
ImDead1ns1de
(aaa)
Meursault just tries to crab and swim his way out.
JOE
[Corner was to avoid cacti.]
[-Meursault, at least, will not die no matter how long and how painfully he drowns. and also is a crab, a famously aquatic species. But Andre is another story.]


คຖ໓rē ¢hค໐Ş
Just looks at water with curious expression.
Thoughts: "I probably messed up with nature of the materials... Should have tried with one block first..."
ImDead1ns1de
Meursault hurriedly crabs at Andre that he should probably leave the room too.
JOE
[Andre slowly begins drowning as he makes no effort to escape his predicament.]
ImDead1ns1de
Meursault sustains Andre to add to his healing factor as he crabs his way out.
คຖ໓rē ¢hค໐Ş
(I would not probably begin drowning after few seconds of water)
JOE
[I did say slowly. He has not taken damage, but he is losing air. or little minecraft bubble icons.]

คຖ໓rē ¢hค໐Ş
>Fly out of the room through closest exit
JOE
[Andre cannot fly, as he is underwater and the water is thick as molasses.]
[he can swim... slowly.]

คຖ໓rē ¢hค໐Ş
(Well, flight ability should help with propulsion)
ImDead1ns1de
(flight works in air, unless your flight is magic acceleration stuff?)
คຖ໓rē ¢hค໐Ş
(Also, my body definitely have better aerodynamics!)
คຖ໓rē ¢hค໐Ş
(My wings too small to work otherwise)
ImDead1ns1de
(above average aerodynamics when swimming through sand water is about a few seconds of difference i guess?)
คຖ໓rē ¢hค໐Ş
(And you also helping me. We would be fine)
JOE
[This is conceptland, remember? Dragons Can Fly. Dragons are not, however, famously aquatic.]
The Winds Of Chance
Result: 1d20 (10)

ImDead1ns1de
(Some are, but andres species probably isn't)
คຖ໓rē ¢hค໐Ş
(Flight is just moving through some medium)
JOE
[yes, which is why I said 'famously' aquatic. Like, it is not a Famous Dragon Trait.]
[also that is not what Flight means as a Concept or Word.]
[Andre exhibits a totally average performance in swimming outwards. This means that if nothing odd happens, he will take drowning damage for a substantial stretch of the swim, as he is too far from the exit to reach it. He... prooobably will not die? it is pretty close.]

ImDead1ns1de
Meursault asks Andre if he can sustain the action of Andre swimming so Andre swims and is also swimming when Meursault swims in an attempt to increase Andre's swim speed.
Meursault switches the stagnate to Andre and sustain vitality to himself. Crabs sort of breathe underwater, he'll be fine.
JOE
[people can only perform other actions while Sustain Action is active if they can Normally do both at once.]
[Andre cannot swim as a totally unrelated fact from how he is swimming, while he is swimming.]

ImDead1ns1de
Meursault gives up on his idea of swimception. It was vaguely impractical.
คຖ໓rē ¢hค໐Ş
(Let's hope regeneration balance it somewhat. Because its drowing damage - probably like Minecraft)
ImDead1ns1de
Meursault wonders if the regular desert sand will very slowly drain the water sand. Maybe, but probably not fast enough for it to matter in their current drowning situation. Maybe Andre shouldn't mess with water anymore if it keeps trying to suffocate him.
JOE
[Mersault can indeed breath underwater, because he is a Crab, an aquatic species that mostly lives underwater. Actually, he would probably find being underwater slightly more pleasant than abovewater if not for it being molasses and at risk of killing his friend.]
[Anyway Andre is now Stagnated, so he will not die. Just suffer.]

ImDead1ns1de
Meursault crabs that the desert feels more hydrated now. This makes his crabness very happy, if it wasn't for the fact that movement was tedious. Maybe he should take a swim in the city harbor at some point.
JOE
[{Insert Nonlethal Andre Suffering In The Form Of Drowning Damage Which Adds Up To 14 damage Here (I randomised it with a d10 centered on 17)}]

คຖ໓rē ¢hค໐Ş
(Was there window in the Room?)
JOE
[No Window has been mentioned in the Desert Room and I see no reason to posit one exists.]
คຖ໓rē ¢hค໐Ş
>Go out of the room with Meur and don't forget to close the door
ImDead1ns1de
(is the desert magically hot and full of desert sun emanating from the ceiling?)
Meursault opens the door to let the sand water slowly trickle out. He goes back in and rescues the potted cactus and sustains the regular cactus.
JOE
[It was, but then you filled it with semiminecraft water. Minecraft water cannot evaporate or 'trickle out'.]
คຖ໓rē ¢hค໐Ş
(Doors are great against water in Minecraft too. Use them for underwater mining all the time)
JOE
[(well, to be precise it was hot, as deserts are; whether this is magic or just how desert rooms work is up for debate. a sun was probably visible, but it might have been a bright lamp in a convenient position.)]
ImDead1ns1de
Meursault grabs his plastic bucket and attempts to scoop the minecraft water.
The Winds Of Chance
Result: 1d20 (11)

คຖ໓rē ¢hค໐Ş
"Meur, we created an aquarium!" - lies on the floor and breathes
JOE
[The bucket fills with a bit of Minecraft Water. Judging by how water sources work and the amount of the bucket filled, clearing the room out would probably take several hours.]
ImDead1ns1de
Meursault crabs that the cacti are dying!
He has presumably taken the potted cactus out of the room by now.
JOE
:thonk:
Image
คຖ໓rē ¢hค໐Ş
"So I should fuse them with water or something?"
ImDead1ns1de
Meursault crabs that Andre needs to stop messing with water because it keeps trying to kill him.
Clearly the water is evil.
คຖ໓rē ¢hค໐Ş
(We have aquatic room at home!)
(All we have to do is turn the other room into a desert)
ImDead1ns1de
Meursault crabs back into the desert room and tries to think up a way to save the cactus.
คຖ໓rē ¢hค໐Ş
"No. I just messed up with trying to fuse the full stack... Next time it would work better. We probably should test things outsife".
JOE
[Clearly Andre has powers which are intentionally designed to be unpredictable and go wrong sometimes, and sometimes they go wrong]
ImDead1ns1de
Meursault crabs at Andre that chaos wishing has more often than not, been a net negative. Maybe. He hasn't run the statistics.
ImDead1ns1de
(the chaos is chaosing. all is in order.)
JOE
[that is, intentionally-by-Andre, as far as I understand his intentions.]
คຖ໓rē ¢hค໐Ş
"Do you think sault is dry enough to use as fusion material to stop this water?"
คຖ໓rē ¢hค໐Ş
(Yes. It is meaning of Chaos)
ImDead1ns1de
Meursault crabs that might just make the water salty, unless Andre is planning to grab a sponge from the aquatic or bath room.
คຖ໓rē ¢hค໐Ş
💡
JOE
clearly the advantage of Chaoswishing is the ability to convert 'ability to kill things and survive' into 'ability to obtain desired outcomes'.
คຖ໓rē ¢hค໐Ş
>Go watch for sponge in the Bathroom. It should be there, right?
JOE
[As in the Washroom, or as in the Bathroom?]
ImDead1ns1de
Meursault crabs that a sufficiently fluffy towel might work too, if the towel's concept of toweling somehow overpowers the many gallons of sand water. He wonders if there's a vacuum cleaner somewhere...
คຖ໓rē ¢hค໐Ş
(Bathroom)
The Winds Of Chance
Result: 1d40 (18) - 20

JOE
[nope.]
ImDead1ns1de
Meursault wonders if they can make a controlled hole 2.0 to suck up the water.
Meursault tries to drink the sand water to see how it tastes.
คຖ໓rē ¢hค໐Ş
"Nope, no sponges! Well, we can just leave it like this... Cacti are not a big loss".
ImDead1ns1de
Meursault crabs that the cacti has a life too!...Is the cacti conceptual enough to withstand submersion in sand water?
คຖ໓rē ¢hค໐Ş
"I feel weirdly dry after sand water, actually..."
>Takes piece of paper out of his pocket
>Tells: "Do you want me to risk it for cacti?"
ImDead1ns1de
Meursault doesn't know if the cacti's alive. He asks Andre what risk he's talking about.
คຖ໓rē ¢hค໐Ş
"Well, I can try make this water less real or something. Or even risk Chaos Wishing, if its really important..." - draw some lines on piece of papper using pen. It depict blank stack of blocks from Minecraft. Like cube with 128 near it, but not filled with any texture.
ImDead1ns1de
Meursault just crabs in thought. He asks Andre if he's going to suck all the water into the drawing.
คຖ໓rē ¢hค໐Ş
>Touch the sand water with talon, poke it a little bit
[Fusion: depiction of undefined 128-stack of blocks + sand water from the room]
The Winds Of Chance
Result: 1d20 (1) + 4 - 1d7 (3)

คຖ໓rē ¢hค໐Ş
(Well, it didn't work. It was a good try)
ImDead1ns1de
(the chaos is out for blood today)
คຖ໓rē ¢hค໐Ş
(It likes making adventures!)
ImDead1ns1de
(sand water combined with undefined paper drawings...hmm.)
คຖ໓rē ¢hค໐Ş
(Depiction of undefined 128-stack of blocks! I think, water didn't dissapear. But paper just dissolved in water. And now it looks like paper. A non-transparent substance with the texture of ink, paper and the numbers 128 floating through the volume of liquid)
"Well, it has texture of my picture now..." - shrugs and touch it. - "Ouch! And feel more like a sandpaper!"
ImDead1ns1de
Meursault is feeling even more concerned for the cactus.
คຖ໓rē ¢hค໐Ş
"I think everything inside was ground to dust..."
ImDead1ns1de
Meursault crabs in despair, clutching the potted cactus. The poor plant was basically a real orphan now. Oh, the tragedy, the unfairness of life. How could conceptland be so cruel to the living? Why was fate so unkind to the meek?
คຖ໓rē ¢hค໐Ş
"This substance would make great filling for Devil Fruit power slot. RIP cacti - your sacrifice in the name of science will not be forgotten."
ImDead1ns1de
Meursault crabs that the cactus didn't sacrifice itself, it was sacrificed by Andre unwillingly.
Meursault continues to ignore the fact that the cactus was a cactus, containing no sapience or sentience.
คຖ໓rē ¢hค໐Ş
"Man, cacti don't have feelings. They are cacti - no brain or soul..."
>Try to look through the lockers in search of suitable vessel for sandpaper-water
The Winds Of Chance
Result: 1d20 (1)

ImDead1ns1de
Meursault crabs that in conceptland, anything's possible!
He ignores the many rules of conceptland as he does this.
คຖ໓rē ¢hค໐Ş
"Locked, locked, locked... It start to feel like easier to create one myself".
ImDead1ns1de
(Andre you've inherited Naan's bad dice i think)
คຖ໓rē ¢hค໐Ş
(It's contagious. What a horror)
ImDead1ns1de
(when one has finally finished bearing the curse, it must be transferred to a new soul to carry out its duty. when the lesson is learned, only then will you recover and be able to roll freely.)
คຖ໓rē ¢hค໐Ş
"Ok, I am going out of school. Try to think of something..."
ImDead1ns1de
Meursault waves, and goes back to contemplating the struggles of life and how it amounts to so much and so very little in the end.
คຖ໓rē ¢hค໐Ş
>Near the desert: "Well, there should be safe to try things."
คຖ໓rē ¢hค໐Ş
[Chaos: create Devil Fruit with blank slot for power]
The Winds Of Chance
Result: 1d20 (3)

ImDead1ns1de
(the curse is real!)
คຖ໓rē ¢hค໐Ş
(It was created and collapsed into itself, disappearing without a trace. Shockwave was strong enough to launch Andre back towards school, breaking almost everything in his body, deafening and blinding in process)
>Just lie in the grass in shock
ImDead1ns1de
Meursault looks up at the noise, and sustains the school.
คຖ໓rē ¢hค໐Ş
>Still lie in the grass and not moving. Damage was enough for a knockout. It's miracle Chaos Deliverance didn't trigger. But may, if things keep getting worse.
>Starts blinking slowly after a few minutes.
>Thoughts: "Ok. Devil Fruits don't like being created empty. Good to know."
ImDead1ns1de
Meursault crabs outside to see if Andre has started another mini apocalypse.
คຖ໓rē ¢hค໐Ş
>Thoughts: "Hmm, did I die? Interesting, Concept World has afterlife?"
ImDead1ns1de
Meursault crabs towards Andre and sprinkles some salt on him.
คຖ໓rē ¢hค໐Ş
(No. Just beat himself almost to death with unexpected explosion)
ImDead1ns1de
(meursault doesn't know that, all he saw was explosion)
Meursault grabs his crab spoon and lightly pokes Andre to see if he responds.
คຖ໓rē ¢hค໐Ş
>Thoughts: "Nope. I didn't die! Dead people should not feel pain! Ouch, its so weird to feel bones going back into places... I need to invent something to turn off pain!"
คຖ໓rē ¢hค໐Ş
(He responds with bloody cough and something unpronounceable)
ImDead1ns1de
Meursault sustains Andre and pats him on the head. He feeds Andre more salt.
He also tells Andre he should probably stop chaos wishing for the night.
คຖ໓rē ¢hค໐Ş
>Thoughts: "Fuck. Don't rub salt in the wounds! My mouth hurt as much as everything else! When I stand up, I am going to put this salty spoon right into you crabby us, Chaos!"
ImDead1ns1de
(does andre have internal injury?)
คຖ໓rē ¢hค໐Ş
"Thith thertainly ith my unlucky day, I mutht thay."
คຖ໓rē ¢hค໐Ş
(All the injury)
ImDead1ns1de
Meursault just shrugs.
He feeds Andre some sugar this time.
คຖ໓rē ¢hค໐Ş
(Сhoked on sugar)
"If you don't thtop it, I Chaoth With for thome great evil to happen!"
ImDead1ns1de
Meursault crabs that Chaos Wishing is probably why Andre is like this in the first place.
คຖ໓rē ¢hค໐Ş
>Got back the ability to move face and head a little
ImDead1ns1de
He sets the crab plushie on Andre's head.
คຖ໓rē ¢hค໐Ş
"I don't have enough teeth, I can feel them growing back... And I am getting really hungry and thleepy."
>Got back the ability to move hands. Still don't feel the legs.
>Tells in hoarse voice: "No more wishes for the night."
ImDead1ns1de
Meursault feeds Andre some fries.
คຖ໓rē ¢hค໐Ş
>Take them with bloody tongue
>Speak: "Next time I am going to look for useful things in the school. And probably create something to turn off pain."
ImDead1ns1de
Meursault goes to find some regular water to wash the blood off with. He also suggests Andre to not completely turn off his pain all the time.
คຖ໓rē ¢hค໐Ş
>Tries to move leg, but almost chokes of how suddenly painful it is.
ImDead1ns1de
(shouldn't andre be fully healed by now by sustain+regen?)
Meursault gets some lukewarm water from the bathroom with his plastic bucket. He crabs back over to Andre and dumps it on him.
คຖ໓rē ¢hค໐Ş
(Probably soon. But he would not move for some more time, because of how bad it was.)
คຖ໓rē ¢hค໐Ş
"Yeah, I probably need a bath right now. Let me just lie for a bit more, I need to forget some things..."
ImDead1ns1de
Meursault leaves Andre to his lying about.
คຖ໓rē ¢hค໐Ş
>Fall asleep in bloody grass
(Good night. I should go sleep now. I finally feel sleepy)
JOE
[Sustain is 1/min and Andre has 21 HP, so if he was on the brink of death it would take 20 minutes to fully heal him; from 7:11 to 7:31.]
ImDead1ns1de
(andre gave himself an ambiguous healing factor during the bath tub thing i think?)
JOE
[I have been treating it as fairly slow now that it settled in, just enough that his health does not actually need tracking if no active danger is present.]
คຖ໓rē ¢hค໐Ş
>Wake up and fly into Bathroom. Hot tub needed.
คຖ໓rē ¢hค໐Ş
>Lie in hot water. Make grime and blood go away along with the memories of this night.
>Get out. Take some rod with defects from Factory. Use sandpaper-water in Desert Room to make it pointy.
คຖ໓rē ¢hค໐Ş
>Fly into Bed Room and try to take a nap
คຖ໓rē ¢hค໐Ş
>Fly into Hallway and try to search for interesting things in the lockers
The Winds Of Chance
Result: 1d20 (15)

คຖ໓rē ¢hค໐Ş
(The curse is lifted!)
JOE
[unfortunately, the Lockers............ are locked. You would need to guess their codes, get lucky enough to find Your locker specifically (which is a 20, not a 15), or open them forcefully somehow.]
[also it is Nighttime so]


คຖ໓rē ¢hค໐Ş
>Try to use pointy metal rod to force some random locker to open
The Winds Of Chance
Result: 1d20 (4)

คຖ໓rē ¢hค໐Ş
(Its too powerful for pointy stick!)
JOE
[I probably will not do a Day tomorrow. Not due to ooc problems or anything like that- my preferred overall sustained frequency of full-day commitments in this vein is less than 25%, and the days on which I can make such commitments are every fourth day, so reduced frequency has to come in the form of skipped Days occasionally.]
คຖ໓rē ¢hค໐Ş
>Start sharpen a few other metal rods from Factory using the sandpaper-water
คຖ໓rē ¢hค໐Ş
>Fly into desert and try to mine sandstone using one of pointy rods
The Winds Of Chance
Result: 1d20 (20)

คຖ໓rē ¢hค໐Ş
(And I've got a lot of blocks again. And a lot of dulled rods)
Class of Concepts, Day 11 - Not all formatting is final. A large amount of out of character off-topic text will be edited out in the future. The scene involving the x0 sword is of questionable reality, since both components were absent.
JOE
[Mersault is awarded 2 XP for general Mayor Conversation and getting the Barracks warned about Andre the Dragon preemptively. Also 1 XP for giving Andre fries which I am not sure was logged originally, and 1 XP for Stagnating Andre while he was maybe-drowning.]
[Joe is awarded 1 XP I am pretty sure was not logged originally (at 3:57, due to an ImDead1ns1de reaction to something that happened while he was absent.)]
[Andre is awarded 1 XP for giving the Sartan englishspeak and not just killing it.]
[A new Day is Dawning.]
[Vibrancy pulses out from the Class, restoring color and definition to all unexplored territories.]
[Some of the Paper Sand Water in the Desert Room clips through the floor due to its partial undefinedness, filling the Train Room as well.]
[The Crater Where A Blank Devil Fruit Exploded is now a hellish crater. Unknown and possibly apocalyptic dangers linger in the depths.]
[Today, Kaleidoscopic Capabilities uses the concept 'Tracks'.]
[Rolling for certain occurrences related to past events...]
[Finish preparations?: 19. The plan is ready.]
[Retain Activity, Sanctuary: 17. It gains another Floor.]
[Not A Homestuck Reference: (Max, 10,2). Nope.]
[A whole Day lies before you. What. Do you do?]

Naan
Erkin wakes up once more, still feeling disoriented from his hibernation
JOE
Joe wakes up as well, presumably in a different location since he's taken to barricading the door to the teacher lounge after the time Mersault attempted larceny, and starts looking for horrible apocalypses.
The Winds Of Chance
Result: 1d20 (16) + 1d10 (2)

Naan
Erkin picks a direction to fly in, feeling bored
JOE
[With how big the school is become, an 18 is not lucky enough to guess either of Train or Desert room.]
The Winds Of Chance
Result: 1d4 (2)

Naan
(That's East I guess)
JOE
[Flying east, Erkin rolls to notice the Hell Crater nearly directly east.]
The Winds Of Chance
Result: 1d20 (11)

JOE
[Erkin notices the Hell Crater. The ground around it is crimson and cracked, magma visible through those gaps.]
Naan
Erkin flies down, wondering how this happened
The Winds Of Chance
to see if anything is there/clue: 1d20 (1)

JOE
[the Crater itself crimson as well, littered with onyx spikes rising from the floor, with numerous small chasms in the floor. It does not currently seem populated by demons.]
[as far as Erkin can tell, it just sort of appeared.]

Naan
Erkin transforms into a pidgey and flies down into the chasm
The Winds Of Chance
Result: 1d20 (1)

Naan
(17!)
JOE
[Erkin accidentally flies directly into an open lava flow in the wall of the chasm, taking 6-]
[Ahem, I mean, Erkin flies safely down to the bottom of the Chasm, flapping to stay above the lava pooling there. There are traces of green gemstones on one of the walls of the chasm, and traces of evil-smelling smoke coming from various small cracks and holes.]

Naan
Investigate the green gemstones
The Winds Of Chance
Result: 1d20 (8)

JOE
[They seem to be very hard. and also green.]

Naan
(bad luck remained lol)
Erkin decides to sniff the evil smoke, it can't be that bad can it
The Winds Of Chance
Result: 1d20 (14)

JOE
[It smells... invigorating, but in a bad way. Like being itchy and angry and uncomfortable.]
Naan
Feeling wary, Erkin flies out but resolves to keep an eye on this
คຖ໓rē ¢hค໐Ş
(Tracks - when used, gives ability to Track Down needed/wanted object. Or at least closest variant of it. Looks like tracks for other people while active)
JOE
Joe does another searchtheschoolforapocalypsesmadeovernight roll.
Naan
Erkin continues flying east
คຖ໓rē ¢hค໐Ş
>Fly back to the crater and start filling it using sandstone blocks mined earlier
JOE
[reifying...]
[Track Down, Level 1]
[select a defined target. This ability creates a series of Tracks leading to the closest existing thing to that target. Depending on fortune, the tracks may be more or less direct.]

The Winds Of Chance
Result: 1d20 (13) + 1d10 (4)
Result: 1d20 (15)

JOE
[Joe still does not find anything.]
[Erkin reaches the Minecraft Desert Temple.]
[Andre "successfully" blocks off the top of the crater, but lacks the blocks, Lavabathing ability, and contortionism to fill the whole crater. Effectively, all Andre has accomplished by doing this is making it harder for his friends to realise this happened.]

Naan
Erkin continues flying east, having already explored the Minecraft Desert Temple
คຖ໓rē ¢hค໐Ş
"Well, at least people not going to fall into lava... Now I need to do something about sandpaper-water..."
[Tracks: the biggest bucket]
The Winds Of Chance
bucket hunt: 1d20 (6)

Erkin: 1d20 (5)[/font][/color]
JOE
[Erkin finds... more desert.]
[the Tracks that result head appear to head in multiple directions, though actually they just return to this location several times on the way.]

Naan
Erkin is determined to find something new in this direction and continues flying
The Winds Of Chance
Result: 1d20 (13)

คຖ໓rē ¢hค໐Ş
"This looks werid... It should create only one track? Let's try again." - snaps
[Tracks: Minecraft bucket]
The Winds Of Chance
bucket hunt 2.0: 1d20 (9)

JOE
[Erkin finds a strange circular valley with a small hole in the middle.]
[The new trail heads to the East.]

ImDead1ns1de
Meursalt wakes up with a yawn. He eats some salt and looks around for his classmates.
The Winds Of Chance
Result: 1d20 (13)
Result: 1d20 (16) + 1d10 (7)

JOE
[Mersault finds nobody, but Joe finds Mersault.]
"Sup. I'm looking for whatever apocalypses Andre probably made last Night."
Naan
Erkin looks around to see if anything is odd, well odder than it existing, with the valley
The Winds Of Chance
Result: 1d20 (8)

JOE
[Hm... nope, just Sand, sand and more sand.]
ImDead1ns1de
Meursalt crabs at Joe that yeah that's probably something they'll have to deal with. He also crabs the misfortune of the desert cactus and the water paper sand thing in the desert room that killed it.
JOE
"So Andre did something in the desert room? involving... water, paper and sand?"
คຖ໓rē ¢hค໐Ş
>Fly to the East to find bucket!
ImDead1ns1de
Meursalt crabs that he combined a bunch of sand blocks with water, and then combined that with a paper drawing.
JOE
[At the desert temple, the tracks take a left turn towards the bitey insect swamp area.]
"...Okay.... why did he do that?"
Naan
Erkin then decides to fly into the hole
The Winds Of Chance
Result: 1d20 (5)

Naan
(17!)
คຖ໓rē ¢hค໐Ş
>Fly into swamp, try to be high enough in the air and hope on fur protection and regen, if need to go down arise
ImDead1ns1de
Meursalt can't remember and crabs this to Joe. Andre just really likes experimenting at the potential harm of himself and everyone else.
JOE
[Erkin flies dir-]
[Erkin pulls up right as a giant sandlion snaps up from the hole at him, narrowly avoiding being eaten and/or having a limb chopped off.]

คຖ໓rē ¢hค໐Ş
(Yeah, this place has giant worms, remember?)
JOE
Joe sighs. "Okay. Do you think the sandwater is likely to get worse if we ignore it?"
[giant Wyrms. this is a different type of sandspecies.]
คຖ໓rē ¢hค໐Ş
(It has Minecraft physics applied to it. So probably no?)
ImDead1ns1de
Meursalt shrugs. It was pretty thick and hard to swim in last he remembered, and it did obliterate that cactus... did the room overflow and the sandwaterpaper trickle into other places?
Naan
Doing extreme aerobatics, Erkin flies into the eye of the sandlion hoping to destroy its brain
The Winds Of Chance
Result: 1d20 (2)

Naan
(17!!)
ImDead1ns1de
(the dice remember you...)
คຖ໓rē ¢hค໐Ş
(The curse been lifted!)
Naan
(why oh dice do you hate me so)
คຖ໓rē ¢hค໐Ş
(From me)
Naan
(freedom from chance was the best ability I could have gotten)
ImDead1ns1de
Meursalt stagnates fortune while he wonders if his classmates are doing okay.
The Winds Of Chance
Result: 1d20 (10)

ImDead1ns1de
(perfectly balanced)
Meursalt proceeds to practice his juggling technique to get rid of the rolls.
คຖ໓rē ¢hค໐Ş
>Hunt the bucket through the swamp biome
JOE
[Erkin attacks one eye of the Sandwyrm, blinding it on the right side. It thrashes around, trying to dislodge Erkin.]
[Andre finds that the tracks actually turn around after just long enough in the swamp biome to do 1 damage from insects, leading back to the desert area.]
[Mersault does some highly average juggling.]

The Winds Of Chance
Sandwyrm Thrashing: 10

Erkin Resists: 10[/font][/color]
ImDead1ns1de
Meursalt continues to juggle with increasing speed.
คຖ໓rē ¢hค໐Ş
>Keep going for the bucket
The Winds Of Chance
Meursault Juggles.: 10

JOE
[Erkin gets tossed off the Sandlion into the sand pit.]
[Mersault drops some of-]
[Mersault remembers he is a crab.]


ImDead1ns1de
Meursalt picks up his juggling things and tries again.
(is the pit hole 3.0?)
JOE
[Now that he remembers he is a crab, he finds actually juggling is not feasible.]
Naan
Erkin flies down the pit looking around
(17)
ImDead1ns1de
Meursalt crabs in despair. Surely it was possible? He tried his best to crab and juggle a singular item.
JOE
[Clarifier: the sand pit, meaning, the sides of the valley the sandlion is in the middle of. not the hole the lion was hiding in, in the middle of the valley.]

The Winds Of Chance
mersault juggle: 10

JOE
[Mersault is unable to juggle a singular item.]
Joe decides to give juggling a try too.
The Winds Of Chance
juggling: 10 + 5

JOE
[Joe manages to juggle three objects at once.]
ImDead1ns1de
Meursalt crabs. He asks Joe how he can achieve such juggling skill as a crab.
JOE
"I think you'll need Stagnate Fortune to not be active, and to get really lucky."
Naan
(Oh then)
Erkin once again blitzkriegs the sandlion, this time with rapid pecks
(17)
The Winds Of Chance
sandlion: 10

ImDead1ns1de
Meursalt crabs in thought. Truly, luck decides everything. He crabs at Joe to ask if they should go fix the sandwaterpaper or find their classmates.
JOE
[The Sandlion loses its other eye, blinding it.]
The Winds Of Chance
Joe Initiative: 10 + 5

JOE
Joe shrugs.
ImDead1ns1de
Meursalt crabs off to try and find his classmates.
JOE
[And with that, Stagnate Fortune ends.]
Naan
Erkin attempts to draw the sandlion away now that it is blinded
The Winds Of Chance
Result: 1d20 (1)

JOE
Joe leads the way. This isn't initiative, it's a luck thing.
Naan
(17!)
The Winds Of Chance
Result: 1d20 (8) + 1d10 (5)

ImDead1ns1de
Meursalt decides that nothing could possibly go wrong if he tried to stagnate fortune again!
The Winds Of Chance
Result: 1d20 (1)

คຖ໓rē ¢hค໐Ş
>Find the bucket finally!
The Winds Of Chance
Sandlion Wisdom: 1

bucket hunt last try: 1[/font][/color]
Naan
(Seems like my freedom chance rolls are being used a lot)
(4 17s so far)
ImDead1ns1de
(the dice aren't feeling kind today)
JOE
[Erkin manages to fly right into the Sandlion maw-]
[Ahem, I mean, Erkin successfully lures the blinded Sandlion out of the hole it was hiding in! The Sandlion is actually quite poor at moving its lower body, so this makes it effectively crippled.]
[Meanwhile, Andre arrives at the edge of the Sandpit and trips, rolling straight down towards the open maw of the Sandlion.]

Meanwhile, Joe attempts to punch Mersault in his crab face.
คຖ໓rē ¢hค໐Ş
>Scream: "Where the Chaos this cursed bucket hid-" - fall down sudenly
The Winds Of Chance
Result: 1 + 0.5

JOE
[Joe misses.]
คຖ໓rē ¢hค໐Ş
>Try to fly away from danger
The Winds Of Chance
Result: 1

JOE
undeterred, Joe attempts to shoot Mersault!
The Winds Of Chance
Result: 1 + 0.5

ImDead1ns1de
Meursalt tries to punch Joe.
The Winds Of Chance
Result: 1

Naan
Erkin stops to think at this sudden case of misfortune, and realises it must have been a Stagnate Fortune and decides to do nothing for a bit
JOE
[Andre is so disoriented, he ends up flying directly towards danger, landing cleanly in the open maw of the Sandlion!]
[Joe and Mersault both miss.]

ImDead1ns1de
Meursalt punches Joe again.
The Winds Of Chance
Result: 1

ImDead1ns1de
And...again...
JOE
[Mersault suddenly realizes that as a Crab, his attacks are more like snapping than punching.]
ImDead1ns1de
Meursalt crabs that crabs can totally punch people too. Maybe...?
Naan
(I blame this giant fucking flag for this)
คຖ໓rē ¢hค໐Ş
[Fuse: flesh inside the mouth of Sandlion + Sandstone Block]
!roll 1d20+4-1d7
The Winds Of Chance
Result: 1d20 (5) + 4 - 1d7 (4)

ImDead1ns1de
(I was tempting fate. Clearly I should do so again!)
JOE
[not when they roll a 1 : P]
[Anyway, Stagnate fortune ends. Andre proceeds to fuse part of the Sandlion with a Sandstone block, making it substantially more durable. The Sandlion immediately bites down.]

The Winds Of Chance
Result: 1d20 (7)

ImDead1ns1de
Meursalt crabs away to try and find his classmates again.
JOE
[The Sandlion does not inflict damage in doing so, but acquires a solid grip on Andre.]
The Winds Of Chance
Result: 1d20 (8)
Result: 1d20 (15) + 1d10 (8)

ImDead1ns1de
(the dice hold grudges, and don't like being taunted it seems...)
JOE
[Joe picks up Mersault and carries him East instead, rather than into the Dungeon where he was headed.]
คຖ໓rē ¢hค໐Ş
[Fuse: Sandlion part gripping me + Air around]
The Winds Of Chance
Result: 1d20 (19) + 4 - 1d7 (6)

JOE
[The maw of the Sandlion turns into a cloud of sand particles, stinging at eyes but at least no longer holding Andre down.]
คຖ໓rē ¢hค໐Ş
"Stupid wyrm! Let me go, I need to find bucket!" - fly away and try to find bucket again
Naan
Erkin turns into a slime, having a suitably dramatic moment before he goes splat on the sandlion and proceeds to try and choke it our by going through its nose into its lungs
The Winds Of Chance
Result: 1d20 (16)

ImDead1ns1de
Meursalt crabs as he is carried away. He looks around as Joe travels.
The Winds Of Chance
Sandlion attempts to vomit Erkin back out: 1d20 (3)

JOE
[The Sandlion is unable to contort its esophagous hard enough to expel Erkin. It begins to suffocate.]
[In other news, now that Andre checks, the tracks are leading right to the Sandlion.]
[Mersault rolls to notice the Hell Crater.]

The Winds Of Chance
Result: 1d20 (4)
Result: 1d20 (15) + 1d10 (8)

ImDead1ns1de
Meursalt is perfectly oblivious to the hell crater. Somehow.
คຖ໓rē ¢hค໐Ş
"Come on!" - snaps 💢
[Chaos: turn Sandlion into my bucket!]
The Winds Of Chance
Result: 1d20 (9)

JOE
[(Well, Andre bricked it over with sandstone.)]
[Joe notices anyway.]

"Hey, is this place supposed to be sandstone and also leaking evil smoke?"
ImDead1ns1de
Meursalt looks a little closer. That did indeed seem a bit different than before.
JOE
[The Sandlion transforms into a giant bucket, saving it from Erkin. Somehow it can now levitate and is still angry.]
ImDead1ns1de
He sustains it to see what happens.
คຖ໓rē ¢hค໐Ş
[Chaos: make giant bucket controllable by me]
The Winds Of Chance
Result: 1d20 (8)

sustain edge case: 1d20 (4)[/font][/color]
Naan
Erkin is released as an amorphous slime blob and decides that now that Andre us using Chaos Wishes it is time to get out of here, and promptly slimes to the circular hole
JOE
[Meanwhile, Chaos makes the giant bucket controllable by one 'Andre Chaos'. Strangely, Andre has no control over the bucket, but in other news it is now moving much more quickly. It swings itself at Andre.]
[Sustain Target... does nothing.]

The Winds Of Chance
bucket swing: 2d20 (2, 17)

คຖ໓rē ¢hค໐Ş
"Come on you piece of bucket!" - dodge and shot it with poison pistol
The Winds Of Chance
Result: 1d20 (19)

ImDead1ns1de
Meursalt crabs over to the hole to examine it for other traits than sandstone and smoke.
The Winds Of Chance
Result: 1d20 (5)

JOE
[in a feat of impressive physical capability, Andre dodges the bucket, but is unable to land the poison bullets while doing so.]
The Winds Of Chance
mersault: 1d20 (12)

JOE
[Well... Maybe if he broke the Sandstone covering he would see something else.]
[The Bucket spins around and swings back at Andre again.]

The Winds Of Chance
bucket swing: 2d20 (19, 2)

JOE
Joe begins mining a hole in the sandstone layer.
ImDead1ns1de
Meursalt grabs his lightning shiv and tries to chip away at it too.
คຖ໓rē ¢hค໐Ş
>In the moment of contact with the bucket:
[Fuse: giant bucket + 7 blocks of sandstone]
The Winds Of Chance
Result: 1d20 (17) + 4 - 1d7 (3)

JOE
[I do not know what you are expecting this to do.]
คຖ໓rē ¢hค໐Ş
(Petrify it)
JOE
[...but it is a bucket??]
ImDead1ns1de
(the bucket is...heavier?)
JOE
[it has no biology to petrify.]
คຖ໓rē ¢hค໐Ş
(Yeah. But petrified thing do not move!)
ImDead1ns1de
(heavy enough to not levitate)
คຖ໓rē ¢hค໐Ş
(These are sandstone blocks from Minecraft. They do not move on thier own, when placed)
JOE
[...The Bucket is now made of Sandstone. It seems a bit more sluggish... but keeps getting whipped around by something. Also, Andre takes 3 damage from letting himself get hit by the bucket in the process.]
[Meanwhile, Joe and Mersault break through, revealing the Hell Crater.]

"Wanna bet it's Andre's fault?"
คຖ໓rē ¢hค໐Ş
"You think, you are biggest vessel in here? Well, probably..." - snaps - "Why am I talking to bucket?"
[Chaos: turn giant bucket into Minecraft Item]
The Winds Of Chance
Result: 1d20 (4)

ImDead1ns1de
Meursalt crabs that Andre did get exploded pretty badly last night... he crabs into the hole after stagnating himself.
JOE
[The Giant Bucket becomes a minecraft item and is transported somewhere unknown. It will return at an inopportune moment in the future. possibly with children.]
Naan
Erkin looks back at what's going on, and decides to ignore it seeing the bucket and instead decides to look into the hole
The Winds Of Chance
Result: 1d20 (10)

JOE
[the hole is a mostly empty hollow, besides some bones and a rusted piece of broken armor.]
คຖ໓rē ¢hค໐Ş
"Ok, what was I doing again? Yeah, I need to find tool to scoop sandpaper water..."
[Tracks: tool to scoop sandpaper-water]
The Winds Of Chance
Result: 1d20 (12)

JOE
[The tracks are now leading back towards the School.]
The Winds Of Chance
mersaultclimb: 1d20 (19)

คຖ໓rē ¢hค໐Ş
>Follow the tracks
Naan
Erkin transforms into a spearow and flies down to investigate the bones and rusty armour
ImDead1ns1de
(crabs are good at climbing!)
The Winds Of Chance
Result: 1d20 (3)

JOE
[Mersault successfully navigates the lava-filled spike-filled area without injury, seeing, well, the same stuff Erkin did.]
[Erkin, meanwhile, faceplants into the rusty armor, taking 1 damage.]


ImDead1ns1de
Meursalt looks at the gemstones closer to see if they look like his moth life insurance rocks.
JOE
Joe rolls to take initiative.
The Winds Of Chance
Result: 1d20 (13) + 1d10 (5)

Naan
"Owwwwwww", actually investigates the armour and bones
The Winds Of Chance
Result: 1d20 (3)

JOE
[They are a similar color, but not the same, nor are they the same shape or size.]
Naan
(17!)
คຖ໓rē ¢hค໐Ş
(I don't think, this is enough...)
JOE
meanwhile, Joe successfully takes initiative by using Freeze Gun on all the lava and stuff.
ImDead1ns1de
Meursalt picks one up to see if it's radioactive or something.
JOE
[Erkin sees the bones mostly look human, though a few are probably giant ant carpaces(?). As for the rusted armor, It is... just that... Uh, it is a chestplate, and the broken side is the top-right.]
คຖ໓rē ¢hค໐Ş
(I think, its something hard to see. And dangerous to test, if it is)
The Winds Of Chance
Mersaultextractgreengem: 1d20 (15)

JOE
[Mersault successfully pries one of the gems out of the chasm stone. It does not... Seem... radioactive?]
Naan
Erkin tries to look around and see if there is any passages leading to somewhere in the hole
The Winds Of Chance
Result: 1d20 (2)

ImDead1ns1de
Meursalt puts it on the floor and continues his merry quest to take all the shinies.
Naan
(the dice did not forget my curse)
JOE
[There are no passages. The hole is a dead end.]
ImDead1ns1de
(you are basically rolling on a 1d10 it seems.)
JOE
[Meanwhile, Andre rolls to notice Joe standing on the lip of the coverup, shooting at something.]
The Winds Of Chance
Result: 1d20 (9)

JOE
[Andre does not notice, continuing towards the School.]
Naan
Satisfied with exploring this location Erkin continues flying East
The Winds Of Chance
Result: 1d20 (4)

คຖ໓rē ¢hค໐Ş
>Fly near the Crater, but suddenly stops
>Fly towards JOE and Meur: "Oh, hey! I did find this weird thing! Wanna help me fill it with something? I tried sandstome, but it didn't really work... And I cannot find any buckets to put sandpaper-water into. Its useful, but..."
>Try to find the Bucket in school. Please, where it is?
JOE
[Erkin finds a series of mesa plateaus, made of orange sun-baked stone and with only the occasional scraggley plant.]
[More relevantly, there are a lot of vultures here and they seem possibly hostile.]

ImDead1ns1de
(Meursalt has a bucket. Unfortunately Andre did not see Joe...)
The Winds Of Chance
Result: 1d20 (9)

JOE
[the tracks seem... confused? they wander many areas of the school.]
คຖ໓rē ¢hค໐Ş
>Just check one area at a time.
The Winds Of Chance
Result: 1d40 (20) - 20

JOE
[Andre will not find the bucket in that way.]
Naan
Erkin transforms into a baby vulture, surely they won't attack their young
The Winds Of Chance
Result: 1d20 (20)

ImDead1ns1de
Meursalt continues his quest of taking all the green rocks and putting them into a pile.
คຖ໓rē ¢hค໐Ş
>Try to check, if tracks leading towards some lockers
JOE
[Erkin finds that, indeed, they will not attack their young... apparently.]
The Winds Of Chance
andre: 1d20 (7)

JOE
[nope, though they do go over some lockers.]
[Mersault runs out of visible Hell-associated Green Rocks to harvest in this area, having gathered 8.]

คຖ໓rē ¢hค໐Ş
"Well, this is just meaningless... Maybe god can help me?" - check Religion room for useful tools
The Winds Of Chance
Result: 1d20 (5)

Naan
Erkin flies through the mesa continuing East while keeping a careful eye out for loot/interesting things
The Winds Of Chance
Result: 1d20 (6)

JOE
[the Religion Room shoots a ball of confetti at Andre, dealing 1 damage.]
[Aside from what looks like the skeleton of a dinosaur with a few scraps of flesh on it, Erkin does not see anything notable in the mesa.]

ImDead1ns1de
Meursalt puts a claw to his face in a thinking pose. He eventually makes the super smart decision to put the hell rocks in hi backpack of other stuff.
คຖ໓rē ¢hค໐Ş
"Well, I guess this is my sign from god!" - takes confetti, going towards Desert Room - "At least I can make it look pretty..."
Naan
Erkin had flown down to get a quick bite of the dinosaur, before continuing his journey east
The Winds Of Chance
Result: 1d20 (4)

คຖ໓rē ¢hค໐Ş
[Fuse: confetti from god + sandpaper-water]
JOE
[Erkin simply finds more Mesa.]
The Winds Of Chance
Result: 1d20 (6) + 4 - 1d7 (7)

JOE
[The Sandpaper Water begins bubbling with chaotic energy, beginning to disgorge a series of ambulatory slimes of chaotic fluid.]
Joe takes a brief break from making hell freeze over to break the rest of this weird sandstone covering so he can continue doing that.
ImDead1ns1de
Meursalt has finished his excavation and tosses some salt into one of the smoke holes.
Naan
Erkin begins to think maybe this is far enough, but decides that he must go on
The Winds Of Chance
Result: 1d20 (15)

คຖ໓rē ¢hค໐Ş
"Yeah, this looks better..." - says with empty expression. - "Now just need some vessel..."
[Chaos: create perfect item-vessel for power of chaotic Sandpaper Water]
The Winds Of Chance
Result: 1d20 (15)

JOE
[Erkin finds a mountain... shaped like a coiled snake... covered in snakes. a Snake Mountain, if you will.]
[Meanwhile, Chaos creates such an item! The item is created inside the Dungeon. On floor 3. Have fun finding it!]
[Some of the slimes attack Andre. or at least, perform chaotic and harmful movements near Andre.]

The Winds Of Chance
Result: 3d10 (8, 7, 4)

คຖ໓rē ¢hค໐Ş
>Dodge
The Winds Of Chance
Result: 1d20 (10)

คຖ໓rē ¢hค໐Ş
>Shoot each of them with poison gun
JOE
[Andre dodges two, but runs into the third in the process, taking 1 damage.]
Naan
Erkin smartly thinks that perhaps being one of the greatest enemies of snakes is not a wise idea and becomes a snake to explore this mountain, more specifically an Arbok
Erkin investigates tye Snake Mountain
The Winds Of Chance
Result: 1d20 (3)

ImDead1ns1de
Meursalt's saltxperiments do nothing. He rolls to crab towards a classmate.
Naan
(17!)
The Winds Of Chance
Result: 1d20 (18)

JOE
[Andre shoots the slimes. They roll to adapt chaotically...]
The Winds Of Chance
Result: 1d20 (15)

Naan
(6 17s)
JOE
[One of the Slimes is now a Poison Chaos Slime, and attacks Andre. The rest are dead, but more are still spawning intermittently.]
[Meanwhile, Erkin investigates Snake Mountain. There are several small crevices for snakes to rest between the 'coils', but they all dead-end quickly; if there is an interior cave structure, it is probably through the mouth at the top of the mountain. Erkin is not bothered by the snakes of the mountain as he searches.]
[meanwhile meanwhile, Mersault successfully finds Joe, who is standing on the edge of the Hell Pit and has more or less frozen the entire upper surface.]


The Winds Of Chance
poison chaos slime attack: 1d20 (10)

ImDead1ns1de
Meursalt rolls to crab towards a not Joe classmate.
Naan
Erkin slithers to the top of Snake Mountain following his hypothesis that an interior might be there
คຖ໓rē ¢hค໐Ş
[Fuse: poison chaos slime + dulled rod]
(Make a cool wand for dungeoning!)
The Winds Of Chance
Result: 1d20 (1)
Result: 1d2 (2)
Result: 1d20 (16) + 4 - 1d7 (2)

Naan
(wow just wow)
JOE
[Since both East and West lead towards a not-Joe classmate, it is impossible for him to fail. He heads East, towards Erkin.]
ImDead1ns1de
Meursalt crabs along and looks at the landscape around him as he crabs.
Naan
(That's a long way lol)
JOE
[Meanwhile, Erkin arrives at the top of the mountain. The other snakes are rapidly slithering away from the top, but hey, whatever, right? Right as Erkin reaches the opening, there is an explosion, dealing 6 damage and launching Erkin away.]
[Meanerwhile, Andre neutralizes the Poison Slime by making it into an immobile wand thing.]
[meanererwhile, a new slime attacks Andre.]


The Winds Of Chance
Result: 1d10 (3)

คຖ໓rē ¢hค໐Ş
>Punch new slime with my new wand!
The Winds Of Chance
Result: 1d20 (10)

Naan
"Ow" Erkin whispers before watching the snakes carefully and starts slithering up again
The Winds Of Chance
Result: 1d20 (16)

JOE
[the new Slime dies, but a new new slime spawns! The liquid is continually spawning more, after all.]
The Winds Of Chance
mersaultsecondarygenerationroll: 1d20 (9)

คຖ໓rē ¢hค໐Ş
[Fuse: new-new slime + new wand]
>Strike it and use fusion! More magic needed for wand!
The Winds Of Chance
Result: 1d20 (16) + 4 - 1d7 (2)

JOE
[Unlike Erkin, who flew over the Mesa as a Vulture, Mersault finds the vultures want to kill and eat him, and also, the bottom of the Mesa is harder to traverse, with many brambles and thorny plants in the shade.]
ImDead1ns1de
Meursalt offers the vultures salt.
JOE
[Meanwhile, Erkin enters Snake Mountain. The snakes on the mountain are not fleeing the entrance at the moment. Inside is a man in military camoflague gear, with dozens of explosives taped all over his body.]
[Meanwhile, Andre adds more Chaos to his Wand. It can now be used for chaotic magic, unlike before when it could mostly be used for poison, as long as it has enough chaotic energy in it.]
[but like also more slimes keep spawning.]

The Winds Of Chance
Result: 1d20 (20)

JOE
[Somehow, the Vultures are tamed by this offering.]
Naan
Erkin shouts at the man "What are you doing!"
ImDead1ns1de
Meursalt pets the vultures. He asks them if anything special was going on lately.
คຖ໓rē ¢hค໐Ş
"This going nowhere!" - go towards Religion room, open the door and scream: "Chaos, give something silly and useful against slimes!"
The Winds Of Chance
Result: 1d20 (12)

JOE
[Explosion Man says "Kept you waiting, huh?", inanely.]
The Winds Of Chance
vulturespeak: 1d20 (18)

JOE
[Somehow, one of the vultures is a multilingual one who speaks crab.]
["a baby vulture flew by that way a claw ago.", it says.]

The Winds Of Chance
religion: 1d20 (10)

JOE
[Chaos gives Andre a lock.]
ImDead1ns1de
Meursalt crabs. Was the baby in danger being so far from its flock?
คຖ໓rē ¢hค໐Ş
"Of course!" - try to lock the Desert Room with a lock
JOE
["we didn't recognize the baby, it wasn't from this flock. It didn't seem injured or scared, though."]
Naan
Erkin decides that this man is insane rather promptly and attempts to bite his head off
JOE
[the slimes attempt to stop Andre.]
The Winds Of Chance
andrelock: 1d20 (9)
Result: 1d20 (3)

slimestop: 3d10 (7, 2, 2)[/font][/color]
Naan
(17!)
JOE
[The slimes keep the door open, and one lashes out at Andre to force him back.]
ImDead1ns1de
Meursalt thanks the vultures for their friendliness and leaves, crabbing to come by the school sometime if they want.
The Winds Of Chance
explosionmanreact: 1d20 (14)

คຖ໓rē ¢hค໐Ş
>Bite one of them
The Winds Of Chance
Result: 1d20 (6)

JOE
[Explosion Man manages to only get wounded, not decapitated. He dodge-rolls away and pulls out a capsule-y thing.]
The Winds Of Chance
Result: 3d10 (7, 8, 9)

JOE
[the one Andre bites explodes in his mouth, inflicting 2 damage as it dies. The other two also land hits, dealing 1 each.]
[Explosion man says "Now."]

The Winds Of Chance
EXPLOSION: 1d20 (5)

คຖ໓rē ¢hค໐Ş
"Ah!" - use sandstone blocks to block the entrance into Desert Room
JOE
[nothing happens from Explosion Man.]
[You cannot place Sand blocks in a location occupied by an entity.]

ImDead1ns1de
Meursalt continues to crab eastwards.
คຖ໓rē ¢hค໐Ş
(I can place them near and there is no grid. So in hallway - around the door)
JOE
[The 2 slimes take the chance to attack Andre again.]
The Winds Of Chance
Result: 2d10 (8, 3)

คຖ໓rē ¢hค໐Ş
>Shoot them
Naan
Erkin goes for the jugular this time
The Winds Of Chance
Result: 1d20 (10)

JOE
[inflicting 1 damage. There is in fact a grid for minecraft blocks, so Andre blocks off the general area of the hallway around the door.]
The Winds Of Chance
Dodgeroll: 1d20 (17) + 5

JOE
[Explosion Man dodgerolls away. "It's showtime." he barks.]
The Winds Of Chance
andre shoot gun: 1d20 (12)

slimeadapt: 1d20 (16)[/font][/color]
JOE
[Andre shoots one of the slimes. it becomes a poison slime.]
[Meanwhile, a new slime spawns.]
[Mersault reaches Snake Mountain.]

คຖ໓rē ¢hค໐Ş
"Oh, Chaos..." - sudden very bad idea appears in the head. 💡
ImDead1ns1de
Meursalt looks at the snakes. He offers salt
The Winds Of Chance
Result: 1d20 (18)

JOE
[Boy, animals love salt today.]
Naan
Erkin attempts to choke Explosion Man using his tail, whole also trying to convince the other snakes to join in using motions
คຖ໓rē ¢hค໐Ş
[Fuse: my horns + magic chaos wand]
>And try to ram the slimes!
The Winds Of Chance
Result: 1d20 (5)
Result: 1d20 (3) + 4 - 1d7 (5)

Naan
(17!)
ImDead1ns1de
Meursalt pets the very nice snakes and asks if they've seen anything special today.
Naan
(That's all of the 17s now)
The Winds Of Chance
explosionmangoesnow: 1d20 (5)

JOE
[Explosion Man holds out the capsule thing again and grunts "Now.". Once again, nothing happens as he slowly loses oxygen, though the other snakes are not close enough to particularly help.]
[Meanwhile, Andre poisons himself with chaosmagic and poison and metal. Andre is now suffering -1 HP every action, with an unpredictable chance for detrimental chaos effects to happen.]
[Also, Erkin is now level 10!]

Naan
While choking the Explosion Man Erkin takes a bite of the very present head that can't really move
The Winds Of Chance
Result: 1d20 (17)

คຖ໓rē ¢hค໐Ş
"This is just unfair..." - shoot some more slimes and try to close the door again
JOE
[Explosion Man flashes red, and his next attempt to go "Now." is interrupted. but he still has a head, for some reason.]
The Winds Of Chance
gun: 1d20 (10)

door: 1d20 (13)[/font][/color]
slime: 3d10 (8, 2, 6)[/font][/color]
JOE
[The slimes hold the door open and do 1 damage to Andre in the process.]
คຖ໓rē ¢hค໐Ş
[Fuse: sandstone block + slime]
ImDead1ns1de
The snakes arent feeling talkative or just don't understand crab, so Meursalt crabs upwards the mountain.
The Winds Of Chance
Result: 1d20 (2) + 4 - 1d7 (2)

JOE
[Andre makes one of the Slimes into a Large Sandstone Slime. This makes it immune to poison, larger, and more deadly dangerous.]
Naan
Erkin gives up and just shoves his face inside the Explosion Man' mouth to prevent him from speaking
The Winds Of Chance
Result: 2d10 (3, 2) + 1d16 (4)
Result: 1d20 (9)

"mmmwnh.": 1d20 (10) - 9[/font][/color]
JOE
[Explosion man once again fails to now. Meanwhile, none of the slimes hurt Andre.]
คຖ໓rē ¢hค໐Ş
"You all annoy me so much..." - snaps
[Chaos: close the desert room with a lock]
The Winds Of Chance
Result: 1d20 (13)

suffocation: 1d20 (6)[/font][/color]
Naan
Erkin tries opening his mouth to snap the Explosion Man's head in two
คຖ໓rē ¢hค໐Ş
(Gtg too)
The Winds Of Chance
Result: 1d20 (14)

JOE
[Chaos closes the Desert room with a lock. The lock is made of hopes and also dreams.]
[Explosion man flashes red again, but still has a head. He does not yet fall unconscious from suffocation, and makes another attempt to now.]

The Winds Of Chance
Nowww: 1d20 (7) - 6

ImDead1ns1de
(poor guy just cant explode)
JOE
[Reality concludes explosion man just does not have any working detonators left. He can no longer now.]
ImDead1ns1de
Meursalt crabs more upwards on crab mountain.
JOE
[with his only way of fighting back with all his limbs trapped gone, he will eventually fall unconscious from suffocation without further risk.]
Naan
After he has finally fallen unconscious, Erkin leaves him to his fate and takes a nap in one of the snake coils
JOE
[Mersault rolls to notice the Arbok is not a Normal Snake]
The Winds Of Chance
Result: 1d20 (2)

JOE
[nope, nothing unusual here. Weird about the unconscious guy covered in bombs, though!]
ImDead1ns1de
Meursalt crabs over to the guy with bombs and sprinkles salt on him.
The Winds Of Chance
Result: 1d20 (7)

JOE
[nothing happens.]
ImDead1ns1de
Meursalt stagnates the guys health and sustains himself, and then tries to take off the bombs without them exploding.
The Winds Of Chance
Result: 1d20 (12)

JOE
[the bombs are firmly attached with lots of duct tape, but do not explode.]
ImDead1ns1de
Meursalt crabs and takes his crab knife to slowly scrape away at the duct tape.
คຖ໓rē ¢hค໐Ş
>Try to kill remaining slimes.
The Winds Of Chance
Result: 1d20 (3)

คຖ໓rē ¢hค໐Ş
(They are too powerful!)
ImDead1ns1de
(Andre keep in mind the more things you do the more you lose HP...)
คຖ໓rē ¢hค໐Ş
(Don't worry about it)
(Really, don't)
ImDead1ns1de
(Okay)
คຖ໓rē ¢hค໐Ş
>Retreat after being beaten by slimes again. Block hallway, which leads towards Desert Room
JOE
[The Desert Room Hallway is now blocked.]
[Over the past 2.5 Hours, Mersault successfully removes all the bombs from Explosion Man.]
[Andre has taken 12 damage, plus another 5 from poison, today. Having a MHP of 21, he is 4 HP from death.]


Joe has been freezing the hell hole continually for four straight hours. It is a tundra of frost, cold mist spreading out an intimidating distance in all directions.
He rolls to take further initiative and solve the problem, rather than just stopgapping it with a really durable stopgap.
The Winds Of Chance
Result: 1d20 (11) + 1d10 (1)

JOE
he rerolls.
The Winds Of Chance
Result: 1d20 (6) + 1d10 (5)

JOE
....so a reroll is supposed to give a different result, usually...
The Winds Of Chance
Result: 1d20 (4) + 1d10 (3)
Result: 1d20 (17) + 1d10 (5)

JOE
Ahem so yes Joe is taking initiative now and full resolving one of the many, many problems caused by one fifth of the enrolled. He runs over to the Desert Temple and mines a solid amount of Sand.
The Winds Of Chance
Result: 1d20 (5) + 1d10 (2)

JOE
reroll...
The Winds Of Chance
Result: 1d20 (6) + 1d10 (8)

ImDead1ns1de
Meursalt, puts the bombs away somewhere else and tells the snakes to avoid them and tries to wake up the guy.
The Winds Of Chance
Result: 1d20 (18)

JOE
[The man wakes up.]
["Kept you waiting, huh?"]
[He rolls into a standing posture, then settles into a fighting stance. "Tasty."]

Joe makes a pole out of Sand by jumping and placing it beneath him to get up high, then attempts to craft a block of sandstone.
The Winds Of Chance
Result: 1d20 (10) + 1d10 (10)

ImDead1ns1de
Meursalt offers the strange man salt.
The Winds Of Chance
Result: 1d20 (3)

JOE
["Not even close."]
ImDead1ns1de
Meursalt asks the strange fighting game guy what he's doing.
(gtg)
JOE
Joe places the sandstone next to his Sand Pillar, where it will float in the air.
JOE
["It's showtime."]
Joe jumps down to the bottom of the sand pillar, using his Gun's wind mode to slow the descent.
The Winds Of Chance
Result: 1d20 (19) + 1d10 (8)

JOE
At the bottom, he pauses, then rushes back to the Desert Temple/minecraft zone to check if there's any dead bushes in the area.
The Winds Of Chance
Result: 1d20 (14) + 1d10 (3)

Naan
(Can Andre find MooMoo milk)
JOE
[yep.]

Joe attempts to use the hard edge of his library card as sheers, a completely reasonable course of action.
JOE
[Maybe. Depends on his luck.]
The Winds Of Chance
Result: 1d20 (13) + 1d10 (4)

Naan
Erkin wakes up after a refreshing nap and sees the man is awake again. Deciding he is no threat, Erkin just slithers past looking fully into the internal structure
The Winds Of Chance
Result: 1d20 (11)

Naan
(First one was a d2)
ImDead1ns1de
Meursalt shrugs at the fighting game guy. He slowly crabs forward nonthreateningly.
JOE
[Joe collects the dead bush.]
[the internal cavern of Snake Mountain takes a winding path similar to the presumed esophagal(?) structure of the snake it looks like. Erkin does not come to anything unusual at this time.]
[as soon as Mersault moves towards him, explosion man starts rapidly punching and picking at the air.]

Joe returns to the pillar and uses the dead bush to collect all the sand back quickly.
The Winds Of Chance
Result: 1d20 (15) + 1d10 (10)

ImDead1ns1de
Meursalt crabs backwards and away from the guy while facing him.
JOE
[This goes off without a hitch.]

Joe then employs his wind gun to ascend to the sandstone block in the sky.
The Winds Of Chance
Result: 1d20 (4)

JOE
[the guy stops punching the air, then crouches on the ground and makes some unclear movement fiddling with an object on the ground. "There."]
[Then he pulls out a rocket launcher from apparently nowhere.]


The Winds Of Chance
Result: 1d20 (16) + 1d10 (10)

ImDead1ns1de
Meursalt crabs and jumps away.
JOE
[Meanwhile Joe is doing just fine with his preparatory activities.]
[the explosives guy shoots the rocket launcher, sending a surprisingly slow-moving rocket at Mersault.]

ImDead1ns1de
Meursalt chucks salt at it.
JOE
Using the rest of the Sand to make more Sandstone, Joe makes a floating line of sandstone in the sky, and uses his Lava/ice gun modes to create a big rock above it.
The Winds Of Chance
Result: 1d20 (10)
Result: 1d20 (11) + 1d10 (2)

JOE
reroll.
The Winds Of Chance
Result: 1d20 (15) + 1d10 (3)

JOE
[The Rocket halts for a moment when hit with salt and slightly changes angel, but then corrects itself and begins accelerating towards Mersault again.]
[it is not clear how it did not fall when halted.]
[Meanwhile, Joe does the thing he is the do.]

ImDead1ns1de
Meursalt just crabs away at a slightly faster pace than the rocket.
The Winds Of Chance
Result: 1d20 (13)

JOE
[The Rocket accelerates, but it explodes before reaching Mersault.]
ImDead1ns1de
Meursalt waves at the fighting game guy to see if he'll react differently.
JOE
["Ghuhh."]
[Explosion Guy fires his rocket launcher again.]

ImDead1ns1de
Meursalt crabs away again.
JOE
Joe expands the rock construct into, like, a 🪦 sorta shape.
The Winds Of Chance
Result: 1d10 (2) + 10

JOE
[or, hm, that does not capture the outcome range i meant... should have been 1d15+5.]
[assuming you would have rolled a 3 or equivalent on d15 as is equivalent to 2 on d10, it works out to the Rocket exploding close enough to do-0-damage-because-Crab-DR.]

Joe then freezes his rock construct until it is really cold, and re-freezes anything that defrosted in the hell hole while he was doing this.
Joe chisels out an inscription along the lines of 'Rest In Peace Forever. here lies Hell. It Froze Over. 2023-9-26 - 2023-9-26.'.
Then, he removes the Sandstone and lets it fall as a large-scale act of conceptworld combining shenanigans, which will hopefully go well.
The Winds Of Chance
Result: 1d20 (8) + 1d10 (10)

JOE
reroll.
The Winds Of Chance
Result: 1d20 (20) + 1d10 (6)

JOE
[With a resounding crash which nobody except Joe hears because they are all really far away, the frozen headstone crashes into the Frozen-over hellhole, causing it to be dead permanently, in addition to frozen over.]

Boy, Joe thinks. It sure is a good thing Andre has not caused one or more new problems in the time I've been busy solving this one.
ImDead1ns1de
Meursault chucks salt at explosion guy in a friendly manner.
The Winds Of Chance
Result: 1d20 (1)

JOE
[Mersault misses. Explosion guy starts sprinting towards him.]
ImDead1ns1de
Meursault starts sprinting away backwards.
คຖ໓rē ¢hค໐Ş
>Put message on the sandstone wall blocking the Hallway: "Cautious, sandpaper-water turned into chaotic horror. Do not enter!" - fly towards the dungeron and enter it.
JOE
[Explosion guy running forwards is, as it happens, faster than Mersault the crab running backwards.]
ImDead1ns1de
Meursault chucks more salt at explosion guy.
คຖ໓rē ¢hค໐Ş
"Hmm, I do not regenerate... Probably poisoned even worse than I thought."
JOE
Joe takes out his phone and checks IRISmaps to see if it has any hints about where the latest problem is.
The Winds Of Chance
Result: 1d20 (10)

JOE
[explosion guy flinches red and moves back a tiny bit, but then resumes sprinting. He dives into a tackle aimed at Mersault.]
The Winds Of Chance
Result: 1d20 (20)

JOE
[Even in spite of Crab Armor(and any evasion by Mersault unless he rolls a 20 so)), the tackle does 2 damage and knocks Mersault in the air. Explosion guy transitions into a dodge roll, pulls out a grenade, and tosses it at Mersault.]

ImDead1ns1de
Meursault chucks more salt at explosion guy.
The Winds Of Chance
Result: 1d20 (1)

ImDead1ns1de
(the dice have a favorite character it seems)
JOE
[Mersault misses. The Grenade proceeds to explode, dealing 2 damage and knocking Mersault back, away from explosion guy and deeper into the cave; the explosion guy throws another grenade, and prepares to toss a third.]
ImDead1ns1de
Meursault crabs the grenade and tries to toss it away.
JOE
[The entrance area of the dungeon looks like it did before, if you wanted confirmation.]

The Winds Of Chance
Result: 1d20 (3)

ImDead1ns1de
He also stops stagnating bomb guy and switches it to himself instead.
JOE
[Mersault misses the timing on grabbing the Grenade, and gets knocked away further (but, due to Stagnate, not injured) by the Grenade exploding.]

คຖ໓rē ¢hค໐Ş
"Ok, it doesn't seem to be different..."
ImDead1ns1de
Meursault crabs and runs very fast at the guy.
คຖ໓rē ¢hค໐Ş
[Tracks: Item capable of taking chaotic sandpaper water]
JOE
[Explosion guy transitions into a run himself, set to engage in various martial arts and/or explosions to drive Mersault back.]
The Winds Of Chance
Result: 1d20 (18)

JOE
[Andre, who has 2 HP, sees the tracks are leading deeper into the dungeon.]
[Because the chaos bucket (not flying) got created there earlier remember]


ImDead1ns1de
Meursault starts chucking even more salt at explosion guy while keeping up his run speed.
The Winds Of Chance
mersault: 1d20 (10)

explosion man: 1d20 (2)[/font][/color]
คຖ໓rē ¢hค໐Ş
"I feel dizzy..." - snaps
[Chaos: process the poison in my body into healing substance]
The Winds Of Chance
Result: 1d20 (4)

JOE
[Explosion man misses his attack opportunity due to a flinch. "Nghh"]
[Chaos processes the poison in your body into a substance that heals monsters, but only ones who are not the person who wished for this.]
[It is also still poison.]

ImDead1ns1de
Meursault tries to crab grab explosion man and stop him from moving his arms.
The Winds Of Chance
Result: 1d20 (12)
Result: 1d20 (7)

คຖ໓rē ¢hค໐Ş
[Chaos: fully heal me from harm and poison]
The Winds Of Chance
Result: 1d20 (19)

JOE
[Mersault cannot actually stop explosion man from moving like this(too short), but grabbing him seems to work anyway.]

ImDead1ns1de
Meursault crabs at the man to ask him why he keeps fighting for no reason.
คຖ໓rē ¢hค໐Ş
>Follow the Tracks deeper into the dungeon
JOE
[Chaos fully heals Andre and cures the poison, but not the enemy healing.]
The Winds Of Chance
Result: 1d20 (15)
Result: 1d20 (19)

JOE
["This is Snake... I'm done here." the Man says, then breaks free, grabs Mersault and throws him further into the cave. "Now.", he says, causing an explosive he set earlier to detonate and do 8 damage.]
[Andre reaches the Bell Whirlpool Room. What does he do about this problem with the bell monsters and the whirlpool?]

ImDead1ns1de
Meursault just crabs and runs at the guy again. He isn't a big fan of this person exploding his classmates.
JOE
Joe remembers he was on the way to Snake Mountain. He has a very simple way to get there: due to his shield charm, he can just gun-fly past the vultures without worrying too much.
The Winds Of Chance
Result: 1d20 (8) + 1d10 (2)

JOE
reroll.
The Winds Of Chance
Result: 1d20 (15) + 1d10 (1)

คຖ໓rē ¢hค໐Ş
(I am not sure what kind of whirlpool problem is...)
JOE
[the floor is a whirlpool of stone, and this makes it hard to walk through the room.]
คຖ໓rē ¢hค໐Ş
>Fly through the room then
JOE
[Snake sets another bomb on the floor,then dodge-rolls back. Mersault would have to near the bomb to pass him.]
[The Bell monsters attack by ringing at Andre.]

The Winds Of Chance
Result: 1d20 (3)

JOE
[well, they try to.]
ImDead1ns1de
Meursault chucks salt at the bomb.
คຖ໓rē ¢hค໐Ş
>Close my ears and fly further, following the track
JOE
[Salt does not harm the bomb.]
ImDead1ns1de
Meursault just runs past it mindlessly because he can tank it anyways.
JOE
["Now."]
The Winds Of Chance
Result: 1d20 (5)

JOE
[...It no go boom]
[Meanwhile, Andre reaches the Sleep Room. any damages to it from earlier escapades have been fixed.]

คຖ໓rē ¢hค໐Ş
(Its somethign of a theme for this dude, I see)
ImDead1ns1de
Meursault crabs at the guy and stabs him with his lightning shiv.
JOE
Joe yells "ANYONE IN THERE?" at the entrance to Snake Mountain.
ImDead1ns1de
(hes made one "now" that exploded. its...something.?)
JOE
[(Snake presumably is fighting Mersault but any damage inflicted thereby is irrelevant)]
คຖ໓rē ¢hค໐Ş
>Just hold my breath and try to fly through the danger zone without touching anything. Follow the tracks deeper into the dungeon.
ImDead1ns1de
Meursault rolls to hear Joe.
The Winds Of Chance
Result: 1d20 (2)

ImDead1ns1de
He's too busy brawling.
JOE
Joe rolls to consider the role of chance in everyone's life except his.
The Winds Of Chance
Result: 1d20 (3) + 1d10 (9)

JOE
[hmmmm... not sufficient.]
Joe shrugs. Everyone here left, he supposes. Time to head back to School, then.
[Meanwhile, Andre reaches the place with the long empty hallway and the adjacent secret hallway.]
คຖ໓rē ¢hค໐Ş
(Tracks going in there?)
JOE
[As Mersault brawls with Snake, he finds his attacks inflict increasing amounts of knockback, but at no point do they kill.]
[the Tracks will direct Andre to head down to somewhere on Floor 3.]
[so, Not into the secret hallway.]

ImDead1ns1de
Meursault continues to beat up snake and tries to get him out of the cave.
JOE
Joe employs flying gun travel.
The Winds Of Chance
Result: 1d20 (5) + 1d10 (2)

JOE
reroll.
The Winds Of Chance
Result: 1d20 (2) + 1d10 (1)

JOE
...reroll.
The Winds Of Chance
Result: 1d20 (10) + 1d10 (8)

คຖ໓rē ¢hค໐Ş
>Follow the tracks then
JOE
[As Mersault continues to knock Snake around, it is inevitable that he eventually succeeds due to the ever-increasing ease of the task and his own immortality.]
[Andre finds the bit with a bunch of holes in the floor across which is the Floor 1 Boss Arena.]

ImDead1ns1de
Meursault presumably knocks Snake around enough he blasts off somewhere. After that strange encounter he explores around Snake Mountain to see if there's anything else strange around.
คຖ໓rē ¢hค໐Ş
[Chaos: fill Boss Arena with flames for a few seconds]
The Winds Of Chance
Result: 1d20 (5)

JOE
[Chaos fills the Boss Arena with fire elementals for a few (thousand) seconds.]
คຖ໓rē ¢hค໐Ş
>Enter the room
The Winds Of Chance
Result: 1d20 (9)

JOE
[as Andre attempts to cross the Hole Area, one of the nearby holes erupts in electricity, dealing 2 damage.]
The Winds Of Chance
mersaultsearch: 1d20 (10)

คຖ໓rē ¢hค໐Ş
"Annoying..." - do the tracks lead through specific path?
JOE
[Mersault does not find anything odd, aside from the occasional weirder-colored snake.]
The Winds Of Chance
Result: 1d20 (18)

JOE
[yes, as it turns out, they lead through a specific path.]
คຖ໓rē ¢hค໐Ş
>Follow the tracks then 🤷‍♂️
ImDead1ns1de
Meursault decides to head back to school after finding nothing particularly interesting.
(gtg)
JOE
[Andre arrives in the Boss Arena. The Thunder Ogre (still alive, since the Fire Elementals did not attack it) and a swarm of Fire Elementals glare at him.]
Joe arrives at School and rolls to check the desert area.
The Winds Of Chance
Result: 1d20 (15) + 1d10 (9)

คຖ໓rē ¢hค໐Ş
>Say hello and ask if the saw any buckets in there
JOE
[He passes.]
The Winds Of Chance
Result: 1d70 (45) - 50

JOE
[the Thunder Ogre roars and swings its club at Andre. The Fire elementals charge.]
The Winds Of Chance
Result: 1d20 (9)
Result: 8d10 (1, 9, 9, 5, 10, 2, 7, 9)

คຖ໓rē ¢hค໐Ş
>Dodge and fly using the tracks to lead the way further
The Winds Of Chance
Result: 1d20 (18)

JOE
[The Tracks do not update in real-time to account for enemy movements.]
[Andre dodges the club, but the swarm of Fire Elementals is too numerous, dealing 3 damage to him.]

คຖ໓rē ¢hค໐Ş
(I meant, tracks still leading me to exit of the room)
JOE
Joe looks at Andre's sign and sighs.
[The exit is locked until the boss dies, just like the first time.]
คຖ໓rē ¢hค໐Ş
>Shoot the elemental near Ogre in hopes it explode after death
The Winds Of Chance
Result: 1d20 (3)

JOE
[Andre misses. The Ogre picks up an elemental and throws it at Andre; the other elementals continue to do their best to attack Andre.]
The Winds Of Chance
Result: 1d20 (10)
Result: 7d10 (4, 10, 7, 6, 3, 7, 5)

JOE
(gtg)

คຖ໓rē ¢hค໐Ş
[Chaos: attack: type=cold; target=fire elementals]
The Winds Of Chance
Result: 1d20 (18)

JOE
[A cold attack kills 2 Fire Elementals, while the thrown one lands a glancing blow on Andre and 2 others do the same for a total of 3 damage.]
JOE
Joe rereads the sign, pondering whether he should solve whatever problem Andre made this time, or just let the world be destroyed.
The Winds Of Chance
Result: 1d20 (5) + 1d10 (1)

JOE
Eh, reality has had a good run.
คຖ໓rē ¢hค໐Ş
[Fuse: floor of the room + Ogre Feet]
The Winds Of Chance
Result: 1d20 (18) + 4 - 1d7 (6)

ImDead1ns1de
Meursault has reached the school! He rolls to find Joe/Andre.
The Winds Of Chance
Result: 1d20 (9)

JOE
[the floor fuses with the feet of the Thunder Ogre, holding it in place. The Fire elementals continue attacking...]
The Winds Of Chance
Result: 7d10 (1, 3, 2, 2, 6, 8, 9)

ImDead1ns1de
(the 1d20 rolling like a 1d10 has reoccurred)
JOE
[for 2 damage, since Andre had to reach either floor or Ogre to do the fusing.]
[Meanwhile, Mersault finds nothing.]

คຖ໓rē ¢hค໐Ş
>Shoot the Elementals
The Winds Of Chance
Result: 1d20 (4)
Result: 7d10 (7, 4, 8, 5, 3, 10, 2)

JOE
[Andre misses, and takes 2 more damage.]
คຖ໓rē ¢hค໐Ş
[Chaos: transfer damage taken from me on my enemies]
The Winds Of Chance
Result: 1d20 (4)

JOE
[Chaos transfers some of the damage your enemies have taken from you to you, dealing 4 damage to Andre!]
ImDead1ns1de
Meursault scratches his head. He heads towards the cafeteria for a bit of Omnifood.
The Winds Of Chance
Result: 7d10 (1, 9, 1, 3, 4, 8, 5)

คຖ໓rē ¢hค໐Ş
>Dodge and counter
The Winds Of Chance
Result: 1d20 (6)
Result: 1d20 (2)

JOE
[Andre takes 2 more damage, and misses... again.]
คຖ໓rē ¢hค໐Ş
[Fuse: random fire elemental + splatter of my blood on the floor]
The Winds Of Chance
Result: 1d20 (3) + 4 - 1d7 (4)

JOE
[The randomly-selected fire elemental becomes a boiling chaosblood elemental.]
คຖ໓rē ¢hค໐Ş
>Retreat and hide in the secret room
The Winds Of Chance
Result: 1d20 (13)

d4d2: 6d10 (6, 3, 8, 1, 1, 7) + 1d2 (2)[/font][/color]
JOE
(...hm, that didn't work out.)
คຖ໓rē ¢hค໐Ş
>Use corridor to prevent them from attacking together. Bottleneck for my attacks.
JOE
[anyway, Andre takes another 1 damage as he retreats. The elementals do not follow.]
ImDead1ns1de
Meursault chomps on a random bit of Omnifood as he tries to think up a likely location his classmates might be in.
คຖ໓rē ¢hค໐Ş
>Rest for a little in safety
The Winds Of Chance
Result: 1d20 (2)

JOE
[Maybe his classmates are in the hole!]
[low rolls giving the crab room is mostly for people who are not crabs and so are in danger of being carcinized as they search.]

คຖ໓rē ¢hค໐Ş
"I need some other plan..."
ImDead1ns1de
Meursault shakes his head. He needs to forget about it. The hole needs to be buried deep, deep within the recesses of his mind where he can't ever think about it ever again.
Meursault crabs towards the Bed Room since Andre sleeps there a lot.
JOE
[Soon enough, Meursault finds the Bed Room is empty.]
ImDead1ns1de
Meursault is confused once more. He heads instead towards the Crab Room to talk with his crab buddies.
คຖ໓rē ¢hค໐Ş
>Takes a dull rod in the hand and hold his breath.
>Touch Sleep Room using it.
[Fuse: dull rod + Sleep Room weird flora]
The Winds Of Chance
Result: 1d20 (6) + 4 - 1d7 (6)

JOE
[The Dull Rod transforms into a rod that puts anything it touches to sleep... including the holder.]
[Andre is holding the rod at this time. Andre falls asleep.]
[The Crab Room is relatively empty. With how much it was damaged earlier, the Crabs are mostly spending their time elsewhere.]

คຖ໓rē ¢hค໐Ş
>Try to wake up
The Winds Of Chance
Result: 1d20 (2)

JOE
[Andre does not wake up.]
The Winds Of Chance
Result: 1d20 (2)

ImDead1ns1de
Meursalt is heavily bewildered. It's like everyone has disappeared! As he's coming to the wrong conclusions Meursalt decides that some sort of awful monster outside has kidnapped everyone!
He crabs outside with great haste.
JOE
[Slowly, Andre returns to cognizance in exactly the same location he fell asleep...?]
คຖ໓rē ¢hค໐Ş
>Look around
JOE
[the room looks unchanged. The dungeon as a whole looks mildly cracked and pitted with time. It is deathly quiet.]
[Mersault does not see an awful monster outside.]

คຖ໓rē ¢hค໐Ş
>Go outside. Its too dangerous to try and find artefact.
ImDead1ns1de
Meursalt decides that the dungeon has definitely evolved and gained the ability to kidnap his classmates and crabs, ignoring the unlikeliness of it all.
JOE
[Andre exits the dungeon, finding a windswept plain and overcast purple sky. The remains of the School are visible, pulsing with chaotic light; and dark figures prowl the plains.]
[(this is not at all what Mersault is seeing. Mersault cannot roll to notice Andre exiting the dungeon.)]

คຖ໓rē ¢hค໐Ş
>Check if I am in dream.
The Winds Of Chance
Result: 1d20 (2)

JOE
[Nope. All real. This is the reality the chaoswater brought, unchecked.(citation needed)]

Naan
Erkin starts moving again, after spending a shocking 2 hours debating if he was about go through a rock arsehole
ImDead1ns1de
Meursalt heads into the dungeon, determined to rescue his definitely trapped classmates and crab friends.
The Winds Of Chance
continuing on downwards: 1d20 (7)

คຖ໓rē ¢hค໐Ş
"Well, guess finding the bucket doesn't matter anymore..." - Check the school
JOE
[It flickers a bright pink and transforms into a giant ruined bucket. Monkeys peak out from the edges of the scars in the bucket-school.]
[Meanwhile, Erkin... does not find anything new as yet.]

คຖ໓rē ¢hค໐Ş
>Fly up in the sky and see how things look from there
JOE
[The dark figures notice the light and begin to converge on the bucketschool.]
[Things look... mostly how you would expect from earlier descriptions. The pool is full of green sludge. The hellmaw is faintly visible in the distance, a crimson glow on the horizon. the playground is in ruins.]
[which way does Mersault turn at the first dungeon intersection?]

Naan
Erkin continues slithering down the esophagus?
The Winds Of Chance
Result: 1d20 (8)

JOE
[Erkin enters the Vriska Serpnt room.]
คຖ໓rē ¢hค໐Ş
Thoughts: "Well, its so sad..."
[Tracks: Meursalt]
JOE
[The Vriska Serpnt room has 8 dice on the floor, is shaped like a giant vriska skull, and is half-full of stomach acid. It doubles as a stomach room.]

ImDead1ns1de
Meursault chooses randomly.
The Winds Of Chance
Result: 1d3 (1)

JOE
[Mersault picks the 8ball room.]
The Winds Of Chance
Result: 1d20 (13)

Naan
(is this a homestuck reference)
(By half full, what do you mean. Like can I reach the dice)
JOE
[Meanwhile, the Tracks ability(?) works for a bit, then indicates Andre as the most mersault-like target around.]
[yes, unlike not a homestuck reference, vriska serpent is a homestuck reference.]
[-the dice are resting in one of the horn hollow things, so they are not in the acid.]

ImDead1ns1de
Meursault wanders into the 8 ball room and tries to make it lead him to a classmate/crab.
JOE
[what does he say/crab?]
Naan
(Can I slither to the dice)
คຖ໓rē ¢hค໐Ş
"So they probably dead, too far away or in other dimension..." - fly towards the City
ImDead1ns1de
Meursault crabs "To the nearest ally please!"
JOE
[I do not think the geometry works out if you cannot fly, assuming snakes cannot slither on walls which i do not know.]
[ask again later.]

ImDead1ns1de
(sometimes? depending on the wall)
Naan
Erkin grows wings and a few hands on his snake body before flying over to the dice
คຖ໓rē ¢hค໐Ş
(Like this?)
Image
ImDead1ns1de
Meursault crabs. He asks again, "To my nearest inside the dungeon classmate or crab!"
JOE
[Erkin picks up the dice. They are d8, and blue.]
Naan
Erkin rolls ALL the dice. Is it wise? Probably not. Is he doing it anyway? Yes
The Winds Of Chance
Result: 8d8 (7, 6, 4, 4, 5, 1, 1, 7)

JOE
[signs point to yes.]
[a series of signs appear pointing towards the sleep room.]

ImDead1ns1de
(not a single nat 8...)
คຖ໓rē ¢hค໐Ş
>While flying to the City
[Chaos: make it rain cotton candy]
The Winds Of Chance
Result: 1d20 (16)

JOE
[The dice create a Weasel Of Unusual Size.]
ImDead1ns1de
Meursault thanks the 8 ball and makes his way towards the sleep room.
Naan
(2 Nat 1s)
JOE
[35 is nearly average, so you got a result which is neither good nor bad.]
Naan
(the dice pulled threw on this one)
JOE
[Chaos makes it rain cotton candy, as far as Andre can see. nobody else sees any such thing.]
Naan
(Is the Weasel alive)
JOE
[it is, and freaking out.]
[Mersault encounters the Bell room. does he do anything special there, or just ignore it because stagnate vitality?]

Naan
"I won't harm you, probably. Unless I am hungry, then you will be harmed."
ImDead1ns1de
Meursault offers the bells salt.
The Winds Of Chance
I won't harm it believe: 1d20 (5)
Result: 1d30 (17) - 10
Result: 1d55 (49) - 35

JOE
[The Weasel freaks out more!!!]
[meanwhile, the Bells somehow, improbably, consider this More Salt offer.]

Naan
"No really, I won't harm you. But those snakes night if you don't stay quiet."
The Winds Of Chance
really I won't harm you: 1d20 (20)

JOE
[hmmmmmm. Salt, or their lifes purpose? a very close decision. While they debate this, Mersault has a chance to walk by.]
[The Weasel hears about the snakes and quickly shuts up.]

The Winds Of Chance
andrecityreach: 1d20 (8)

ImDead1ns1de
Meursault offers some sugar too.
Naan
Erkin grows a weird skin bag thing and attempts to convince the Weasel to hide there in order to avoid being eaten. He also puts the dice in there.
ImDead1ns1de
He also offers the bells a place with him in the school, with lots of cool places with nice acoustics to ring their bells in.
The Winds Of Chance
Result: 1d20 (8)

JOE
[Meanwhile, Andre reaches the City. A great monument of an eye has been erected in the center, and burning blue flames surround it; below the eye is a model replica of the earth.]
ImDead1ns1de
(dream nami nooooooo)
The Winds Of Chance
Result: 1d30 (13) - 10

JOE
[The Weasel quietly freaks out at the skin bag suggestion.]
[The Bells eventually decide their lifes purpose matters more than sugar and salt.]

คຖ໓rē ¢hค໐Ş
>Search for people
ImDead1ns1de
Meursault crabs the bells why theyre okay with their life purpose being the murder of anyone who steps into the dungeon.
The Winds Of Chance
andre searches: 1d20 (6)

Naan
"Just get in, it's either staying in this room that is filled with stomach acid, trying to escape the room and being eaten by the snakes, or come with me"
The Winds Of Chance
Result: 1d20 (14)

JOE
[Andre finds the Surfer. But she is different. She is wearing a full-body suit covered in red eyes, and holding a giant surfboard which is on fire.]
[The bells do not understand the question. Why would they need a reason?]
[The Weasel decides it will just stay here.]

ImDead1ns1de
Meursault crabs the bells if its boring to just wait around to murder people, or if they have any hobbies or things they like doing.
Naan
"Okay suit yourself!"
Erkin continues down past the stomach/vriska room
JOE
[The bells say they do not have to wait very long. Why, someone else was here only like 20 minutes ago.]
The Winds Of Chance
Result: 1d20 (20)

คຖ໓rē ¢hค໐Ş
>Fly towards her and ask how much time passed and what happened
ImDead1ns1de
Meursault crabs that doesn't murder get repetitive? He also asks where that someone else has gone.
JOE
[Erkin finds a large, coiled up black snake. Its eyes have been clawed out. Also in the room is a bottle of pills, a Shed Skin, a Scale, a Fang, a bottle of snake oil, a scale model of the earth with a Serpent around it, and a handpuppet like Kaa from jungle whatshamakallit.]
[Surfer jerks to face Andre. "You... You are not Known. You are not Predicted. Your Eyes are still clouded. This cannot be. Surrender.". Surfer raises the giant surfboard in one hand.]
[It has not gotten repetitive so far. Maybe if it gets repetitive they will change their mind.]

ImDead1ns1de
Meursault crabs that he'll probably come back at some point to ask again and heads out to find whichever classmate passed through the bell room.
JOE
[The bells attempt to harm him with ringing. Unbeknownst to them, this is irrelevant.]
Naan
Erkin attempts to talk to the snake while noting that the model looks a lot like the myths of the World Serpent Jörmungandr
The Winds Of Chance
Result: 1d20 (9)

JOE
[the Black Snake is unconscious.]
[Mersault sees Andre,unconscious at the border of the Sleep Room, holding some kind of rod.]

ImDead1ns1de
Meursault crabs over to Andre and tries to salt him awake.
คຖ໓rē ¢hค໐Ş
"I am Chaos, I don't like to be predicted..." - look into her face. Does it look fogged?
Naan
Erkin collects the loose items into his skin bag and attempts to wake the snake
The Winds Of Chance
Result: 1d20 (7)

JOE
[the salt fails.]
[the Surfers face is not fogged. It is, however, mostly covered by the red eye full body suit thing.]


The Winds Of Chance
Result: 1d20 (11)

JOE
[the Basilisk does not wake.]
คຖ໓rē ¢hค໐Ş
>Try to understand, if I am asleep again.
The Winds Of Chance
Result: 1d20 (6)

JOE
[hm... still seems pretty real.]
คຖ໓rē ¢hค໐Ş
>Fly away from her
ImDead1ns1de
Meursault pokes Andre a little more and pours a bit of salt down his throat.
The Winds Of Chance
andre fly: 1d20 (14)

Naan
Erkin thinks on whether to give the snake a Minecraft God Apple before deciding that might not be the best choice. Instead he rolls the dice again.
The Winds Of Chance
mersault: 1d20 (2)
Result: 8d8 (1, 3, 3, 4, 4, 8, 5, 4)

surfer: 1d20 (15)[/font][/color]
JOE
[the Surfer gives pursuit, angling to hit Andre with the surfboard and knock him to the ground. Simultaneously, Andre feels like sand is pouring down his throat, disrupting his flight and making his movement just a bit harder, allowing the Surfer to smack him for "2" "damage".]
[the Surfer changes angle to descend upon Andre and keep him down.]

คຖ໓rē ¢hค໐Ş
"I liked you happy more..." - deadpan.
[Chaos: teleport surfer-girl to paradise island]
The Winds Of Chance
Result: 20

ImDead1ns1de
Meursault finally remembers he can sustain people and does that to Andre while trying to shake him awake.
JOE
[Meanwhile, the dice turn into a Goat With A Mailbag. It bleats at Erkin and starts rooting around in its mailbag.]
[in the dream, the Surfer Girl disappears due to a successful chaoswish.]

The Winds Of Chance
mersault shakes andre?: 1d20 (5)

JOE
[Mersault sustains Andre, but it does not help. Andre remains asleep and is getting no closer to waking.]
ImDead1ns1de
Meursault can't possibly fathom why this is happening. He settles for stagnating Andre and sustaining himself before trying to drag Andre out of the dungeon.
The Winds Of Chance
draggg: 1d20 (5)

คຖ໓rē ¢hค໐Ş
>Shakes off the earth
>Tells: "Well, it probably something connected to Nami?"
[Track: Nami]
The Winds Of Chance
Result: 1d20 (4)

JOE
[While attempting to drag Andre, Mersault brushes against the sleep rod and falls asleep.]
ImDead1ns1de
Meursault crabs around trying to drag Andre's very heavy body, not fully aware he has fallen asleep.
JOE
[the Tracking projects a single giant footprint across the entire city.]
The Winds Of Chance
Result: 1d20 (3)

คຖ໓rē ¢hค໐Ş
"Aren't you an interesting one?" - rubs his chin.
[Track: closest clocks]
The Winds Of Chance
Result: 1d20 (7)

JOE
[Mersault indeed fails to notice the transition to sleep. Eventually, he reaches the exit of the Dungeon, emerging to see a GIANT FRIEND-KIDNAPPING MONSTER! It has Joe, Erkin and Nami caught already!!]
[The track leads into the closest house in the city after winding through it for a while.]

ImDead1ns1de
Meursault crabs in panic! This is awful! He ignores the fact that if Erkin or Joe ever got captured they would just escape through sheer reroll or freedom.
Meursault hesitantly offers the friendnapper salt.
JOE
[The Mail-Goat hands Erkin a letter. It has a heart on it for a seal. Its job done, the goat disappears.]
คຖ໓rē ¢hค໐Ş
>Check the clock. If it's a dream - they not going to have same time twice
JOE
[Joe Could still be captured, if faced with a DC over 30 or a DC high enough to not bother trying for it when Mersault is still free.]
[Before Andre can reach the clock, he must pass the inhabitant of the house, wearing the same suit as the Surfer had and just as dedicated to... something involving restraining him!]

The Winds Of Chance
Result: 1d20 (1)

JOE
[anyway the friendnapper grabs Mersault to get his salt, and takes his backpack!]
คຖ໓rē ¢hค໐Ş
(Same with texts - they usually change or unreadable. Mirrors turn my dreams into nightmares or make me wake up, or both)
JOE
[(okay strictly speaking Joe has 4 AP and he can just spend those. but if not for that.)]
คຖ໓rē ¢hค໐Ş
"I feel, like there is some plot around..." - shoot them and go for the clock
The Winds Of Chance
andre gun: 1d20 (16)

townsperson react: 1d20 (15)[/font][/color]
ImDead1ns1de
Meursault is aghast! Everything he's ever known is being taken from him by the friendnapper! He asks with tears in his little crabby eyes why its doing this.
JOE
[Andre shoots them with a gun and they die. Afterwards, Andre looks at the clock: 6:47.]
["because I'm PURE EVIL! and I HATE CRABS! And NAMI brainwashed people, so the CITY WON'T RISK GETTING CLOSE ENOUGH TO STOP ME!"]

คຖ໓rē ¢hค໐Ş
>Check the clocks again
The Winds Of Chance
Result: 1d20 (18)

JOE
[3:03]
ImDead1ns1de
Meursault crabs in surprise! Why was Nami brainwashing people? Or at least brainwashing more people! And the City! What has happened to it!
คຖ໓rē ¢hค໐Ş
"Shit, I felt something was wrong... I become so bad at lucid dreaming lately." - snap fingers and change scenery into lake to stand on under the beauty of the night sky
"How did I get into sleep? I still not sure... Last time it was a sleep room. Maybe again? Probably." - Try to wake up.
The Winds Of Chance
Result: 1d20 (20)

JOE
[Through sheer luck, Andre manages to enter a half-waking state which the rod cannot sleepify him from for about 4 seconds.]
คຖ໓rē ¢hค໐Ş
>Fly up and let it go
JOE
["Oh, not MORE people. Just the same thing. The City is STILL JUSTIFIABLY CONCERNED! But fine. I haven't DESTROYED IT FOR REASONS yet."]
The Winds Of Chance
Result: 1d20 (17)

คຖ໓rē ¢hค໐Ş
>Take the Meur and fly out of the dungeon
JOE
[Andre manages to drop the sleep stick, and does so without bumping into the ceiling and taking damage.]
ImDead1ns1de
Meursault crabs why the pure evil friendnapper hasn't destroyed the city like the pure evil friendnapper it is.
JOE
["I had to KIDNAP EVERYONE WHO COULD POSSIBLY STOP ME first! MWAHAHAHAHA!"]
ImDead1ns1de
Meursault crabs the friendnapper why it has to friendnap his friends. Was the friendnapper lonely?
The Winds Of Chance
Result: 1d40 (33) - 20

JOE
["Ugh, NO?!? I just said it was because you could POSSIBLY stop me if I didn't???"]
ImDead1ns1de
Meursault crabs why the friendnapper wants to do pure evil things other than the fact that it was pure evil.
JOE
["Why do YOU want to do GOOD things other than the fact that you AREN'T PURE EVIL?? BOOM, CHECKMATE."]
ImDead1ns1de
Meursault crabs the friendnapper that a pure evil thing could totally want to do good things in service of an evil goal.
คຖ໓rē ¢hค໐Ş
>Give Meur some of my blood. Maybe it would wake him up. I am still feeling this salt in my mouth, you crab!
The Winds Of Chance
Result: 1d20 (20)

JOE
[The FRIENDNAPPER starts walking towards the City, lifting the bundle of Kidnapped Friends and Mersault up to its KIDNAPPING SHOULDER CAGE which it totally had this whole time.]
[Suddenly, Mersault feels blood in his mouth.]

คຖ໓rē ¢hค໐Ş
"Good morning!" - scream to Meur
JOE
[This is totally incongruous and wakes him up.]
ImDead1ns1de
(the dice are surprisingly nice to andre right now)
Meursault jolts awake at the weird blood in his mouth.
He crabs and flails around to stop the evil friendnapper because he hasn't fully realized the transition yet.
คຖ໓rē ¢hค໐Ş
"Stop putting salt in me on any occasion, please!" - stops dripping blood on Meur
ImDead1ns1de
Meursault crabs that salt has helped him more often than not....probably...
คຖ໓rē ¢hค໐Ş
"I still remember you putting salt on my wounds, but whatever... I tried to take the bucket out of dungeon to stop water problem. But it didn't work. What are you doing here?"
ImDead1ns1de
Meursault crabs that he couldn't find any classmates and thought they got kidnapped by the dungeon. He also crabs that salt has helped in most other situations and that he has a plastic bucket.
คຖ໓rē ¢hค໐Ş
"Do you think we can seal chaotic papersand-water in this bucket? Its concept object, right?" - fly towards the exit of dungeon
ImDead1ns1de
Meursault crabs that he likes this bucket and doesn't want it to get absorbed into the chaospapersandwater.
คຖ໓rē ¢hค໐Ş
"CSPW for short. Well, it spawning some slimes now... I can try to retrieve the bucket again but..." - take Meur into hands and fly fast, so things in whirlpool room doesn't have time to react and stop us.
ImDead1ns1de
Meursault waves bye bye to the bells.
The Winds Of Chance
bell attack(irrelevant): 1d20 (16)

JOE
[the Bells deal 1 damage, but stagnate and sustain mean it does not matter.]

คຖ໓rē ¢hค໐Ş
"Ok, plan B. I check Aqua Room - maybe there is something against floods?" - go check Aqua Room.
JOE
[Do you mean the Aquatic Room?]
The Winds Of Chance
aquatic room generation: 1d20 (9)

JOE
[The room has a slightly lowered floor to permit a thin layer of water. It contains a Concept-object(static/unmoving) Fish, Octopus, Shrimp, Jellyfish, Coral, and Seahorse arrayed facing the door, and a ridge-ish structure to hold a larger pool of water further in. the walls are blue with a dappled-water-pattern of small lights.]
ImDead1ns1de
Meursault crabs around and waves hello to the aquatic creatures.
The Winds Of Chance
Result: 1d20 (7) + 2

JOE
[They do not respond.]
คຖ໓rē ¢hค໐Ş
>Check Infirmary
JOE
[IRIS and the Xianxia Trash are still there.]
ImDead1ns1de
Meursault wanders around and heads towards the pool.
The Winds Of Chance
Result: 1d20 (10)

คຖ໓rē ¢hค໐Ş
>Ask Iris: "Anything weird happened here?"
JOE
[inside the pool are various further animals and Aquatic things, but no Crabs.]
ImDead1ns1de
Meursault wades through the pool and enjoys being in water because he is a crab.
JOE
[(the Crabs are all taken up by the Crab Room! Concept-Object Manifestation mostly avoids duplicates.)]
["nothing Here, but there was a red circle in the desert a while ago and then it turned cyan, and there's some kind of rainbow static in the hallways a bit up from here."]


คຖ໓rē ¢hค໐Ş
>Alert. Check the static and block hallway near Halloween Room
ImDead1ns1de
Meursault is too busy crabbing to notice this.
JOE
[It is full of chaospapersandwaterslimes!]
คຖ໓rē ¢hค໐Ş
(CPSW for short, horrible!)
JOE
[like, to the brim. a solid mass of CPSWSlimes.]
ImDead1ns1de
Meursault continues to crab away and looks around the room for lootables.
The Winds Of Chance
Result: 1d20 (19)

คຖ໓rē ¢hค໐Ş
>Block hallway by sandstone blocks in few layers
JOE
[Mersault finds a Lobster, a Paper Boat, an Air Tank, a Surfboard, and a Fake Set Of Gills.]
ImDead1ns1de
Meursault crabs over to the lobster to say hi.
คຖ໓rē ¢hค໐Ş
>Then go back to Iris and tell: "We probably need to evacuate, If I don't find solution for this one".
>After this fly towards Math room.
The Winds Of Chance
Result: 1d30 (28) - 6

JOE
[The Lobster blinks a few times, then says "Hi! I'm a Lobster!"]
ImDead1ns1de
Meursault crabs hello, he personally is a crab.
JOE
[The Lobster nods sagely. Lobsters and Crabs are similar, but not the same.]
คຖ໓rē ¢hค໐Ş
>Take numbers and other symbols from the Math Room. Keep flying into unexplored hallway - try to find a way into CSPW place from other side.
ImDead1ns1de
Meursault nods along. This statement is true. He wanders off to the surfboard.
JOE
[Ignoring the rooms on the way, Andre finds... a hallway filled to the brim with chaotic slimes! He did not block it, so obviously they spread this way.]
คຖ໓rē ¢hค໐Ş
>Take Zero and Division Symbol in one palm, squeeze it so they unite and throw it like a grenade into chaotic slimes.
The Winds Of Chance
MATHS: 1d20 (11)

JOE
[the objects do not combine.]
[This is a good thing.]

คຖ໓rē ¢hค໐Ş
>Lets try plan B!
[Fuse: Zero + Space Ahead of me]
ImDead1ns1de
Meursault picks up the surfboard. It sure is a surfboard. He checks to see if it fits in his bag with room to spare.
The Winds Of Chance
Result: 1d20 (14) + 4 - 1d7 (3)

คຖ໓rē ¢hค໐Ş
(No space = static event horison. Do not touch!)
JOE
[A region of the Hallway Space is made nonexistent. This destroys the slimes there, but not all of them]
[Reality quickly patches up the hole in space, making it a region of stretched space instead.]

คຖ໓rē ¢hค໐Ş
>Check what rooms around. Perhaps something useful?
The Winds Of Chance
Result: 1d20 (4)

JOE
[Andre does not have the chance to do this before a series of slimes attack him.]
The Winds Of Chance
Result: 10d10 (8, 2, 1, 3, 8, 6, 6, 4, 1, 2)

JOE
[They do 2 damage, and begin chasing him.]
ImDead1ns1de
The surfboard presumably fits with space to spare in Meursault's epic backpack of backpackness. He holds up the fake gills to see what they look like.
JOE
[-no it does not at all, space refuses to entertain this contortion without at least one conceptobject related to storage.]
ImDead1ns1de
Meursault simply carries the surfboard with one crab claw instead.
คຖ໓rē ¢hค໐Ş
>Throw at slimes next creation.
[Fuse: Zero + Multiplication sign]
The Winds Of Chance
Result: 1d20 (7) + 4 - 1d7 (7)

ImDead1ns1de
He puts the fake gills in his backpack assuming that they fit.
JOE
[The Zero and multiplication sign fuse into a sort of sword thing with the 0 for the handle and the x as the blade.]
[Unfortunately, the way they fuse, the handle is thrown at the slimes. One of them grabs it and brandishes it at Andre threateningly.]
[the gills fit fine.]

The Winds Of Chance
Result: 9d10 (4, 2, 9, 9, 3, 8, 10, 4, 6)

JOE
!roll 1d00
The Winds Of Chance
Error in roll: Cannot roll a 0-sided die.

JOE
[Andre takes 3 damage from various chaosslimes.]
[oh right he is stagnated.]

ImDead1ns1de
Meursault picks up the paper boat to put in his backpack and crabs out of the room to put the surfboard in the car.
คຖ໓rē ¢hค໐Ş
>Create weapon out of Math things I have on me!
The Winds Of Chance
Result: 1d20 (8)

JOE
[Andre does not find an obviously useful weapon combination.]
[The slime attempt to restrain Andre to help the one with the x0 sword hit him.]

The Winds Of Chance
Result: 9d10 (4, 7, 5, 2, 8, 4, 5, 2, 3)

คຖ໓rē ¢hค໐Ş
>Fly away and...
[Fuse: Ceiling and Floor]
The Winds Of Chance
Result: 1d10 (7) + 4
Result: 1d20 (12) + 4 - 1d7 (6)

ImDead1ns1de
Meursault finishes his surfboard into car trip and returns to the school to find where Andre has gone...
The Winds Of Chance
Result: 1d20 (13)
Result: 1d20 (8)

JOE
[The Ceiling and Floor in this area are now technically one mostly-unchanged thing.]
[Meanwhile, Andre gets multiplied by 0. Stagnate Vitality goes on cooldown.]


[(Mersault does not guess right. There are at least 4 reasonable options, and he did not roll over 15.)]
ImDead1ns1de
Meursault heads towards the desert room since Andre has mentioned it before.
JOE
[(However, he does find Joe.)]
ImDead1ns1de
(stagnate vitality instead of fortune?)
คຖ໓rē ¢hค໐Ş
>In last moments of panic
[Fuse: Myself + Army of Slimes]
The Winds Of Chance
Result: 1d20 (16) + 4 - 1d7 (2)

JOE
[-Andre is still alive- Stagnate undoes the one kill, remember?]
ImDead1ns1de
(perhaps the near death scared him anyways?)
คຖ໓rē ¢hค໐Ş
(Oh, I still paniced...)
(And there is also Chaos Deliverance, but its scary stuff going on...)
JOE
[if he was dead he would not get the chance to do that because dead.]
[plus chaos deliverance.]
[the slimes are not a contiguous mass. Andre only fuses himself with the 4 closest Slimes, becoming a chaos-slime-dragon.]

ImDead1ns1de
Meursault waves at Joe and crabs if he's seen Andre.
JOE
[the remaining slimes lunge at him to steal the x0 blade.]
"I haven't, but judging by this sand sign thing I think reality has had a good run."
The Winds Of Chance
Result: 6d10 (6, 3, 1, 2, 5, 10)

คຖ໓rē ¢hค໐Ş
>Fly away with sword!
The Winds Of Chance
Result: 1d20 (4)

ImDead1ns1de
Meursault crabs that he would like reality to last a little longer since he...lives in reality so.
Meursault tries to sustain reality.
JOE
[Andre flies into a wall, while one of the Crabs steals back the x0 blade and 4 rush ahead to cut off his retreat.]
"Eh, it's doomed anyway with Andre running around."
[Reality is not a Target. the Sustain fails.]
ImDead1ns1de
Meursault crabs that everyone dies but that isn't a good reason to not live or to not avoid death inducing things.
คຖ໓rē ¢hค໐Ş
[Chaos: launch black fire ball at the slimes]
The Winds Of Chance
Result: 1d20 (18)

JOE
Joe rolls overcome his early bad roll.
The Winds Of Chance
Result: 1d20 (17) + 1d10 (10)
cantheonewiththex0stopitselffromdying: 1d20 (1)

คຖ໓rē ¢hค໐Ş
"I never felt so alive!" - mad cackling
JOE
[the Chaoswish works, killing all the slimes chasing Andre, including the one with the x0 sword.]
คຖ໓rē ¢hค໐Ş
>Take the sword, go away and block the hallway
JOE
"Gee, Mersault, you're right, that philosophy I was just espousing is totally at odds with my opinion on life, the universe, and everything!"
Joe rolls to not hear Andre cackling.
The Winds Of Chance
Result: 1d20 (7) + 1d10 (8)

JOE
[he passes.]
ImDead1ns1de
Meursault crabs that he is totally right about everything including crab superiority and the fact that everything including entropy becomes a crab because crabs.
JOE
"But Mersault, inevitability implying superiority is the philosophy you just repudiated!"
"Anyway, our first step to solve this problem should be to find Andre and put him to sleep so he does not make things worse."
ImDead1ns1de
Meursault crabs that is totally not what he said at all, because he's too busy crabbing to understand the words linked together. He also crabs that they really should go find Andre, yes.
The Winds Of Chance
Result: 1d20 (10) + 1d10 (6)

คຖ໓rē ¢hค໐Ş
>Block the hallway with sandstone blocks
JOE
Joe remembers to check IRISmaps, finding that some very unusual changes have happened, y'know, where Andre is.
and also a new sandstone wall.
"Alright I figured out where he is."
คຖ໓rē ¢hค໐Ş
>Try to cut one Sandstone Block from inventory with x0 Sword
ImDead1ns1de
Meursault crabs that they should probably hurry lest even more chaos wishes or other chaotic things be done.
JOE
[Andre cuts o-ZERO Sandstone Blocks.]
คຖ໓rē ¢hค໐Ş
"Math is a stange thing..." - looks at sword
JOE
Joe heads off to where Andre presumably is, holding his sleep-mode gun subtly ready for instant subdual.
คຖ໓rē ¢hค໐Ş
(Also, should enemy heal still be bad for me?)
JOE
[yes, because whether it heals the monster was set to 'except You', not 'except dragons which are identical to you'. Chaos 'thought' you might do something like this.]
คຖ໓rē ¢hค໐Ş
"I need to check school from outside..." - fly through the window and check school around
The Winds Of Chance
is there even a window there: 1d20 (14)

JOE
[Andre flies out through the window right before Joe turns the corner.]
คຖ໓rē ¢hค໐Ş
(Should be. Its outer wall)
ImDead1ns1de
Meursault crabs along and hopes Joe stops looking for excessive methods to deal with problems.
คຖ໓rē ¢hค໐Ş
>Try to check infected part of the school from outside
JOE
[not everywhere on the outer wall is a window.]
[The Chaosslimed parts are... inside the school. like a bit middled. Except maybe one tiny part, they are not adjacent to the outside.]

"Hey, it's not excessive. I'm not going to kill him or hurt him, just make him be asleep so he doesn't wish for the chaosslimes to be immortal forever."
ImDead1ns1de
Meursault crabs in distress.
JOE
"If I'm bothering to lead this horse to water I'm going to darn well make sure it drinks."
"Horses are a good metaphor for Andre, because they are also very prone to dyin-" Joe looks ahead at the hallway. "Huh, Andre isn't here."
คຖ໓rē ¢hค໐Ş
>Fly around and to the infirmary
>Tells: "Iris, how our patient doing? I am not sure how long this place going to exist..."
JOE
["...His heartbeat is maybe a little bit stronger? otherwise unchanged."]
ImDead1ns1de
Meursault crabs that Andre hasn't died....yet.
Hopefully.
JOE
"Yes, thanks to both of our tireless efforts."
ImDead1ns1de
Meursault sustains the school real quick to see if that helps at all.
คຖ໓rē ¢hค໐Ş
"At least some great news! Do you think Library can have books about killing armies of slimes?" - looking through objects in the room, but it probably useless
JOE
[Nothing obviously changes, but it is a very big building which has been deeply abused. It could take whole Days to heal it.]
JOE
["Maybe fiction books where armies of slimes show up? But I don't think they'd be easy to sort through, and being fiction they might not be accurate..."]
[Night begins to fall.]

JOE
Joe rolls to guess where Andre is.
The Winds Of Chance
Result: 1d20 (17) + 1d10 (1)

คຖ໓rē ¢hค໐Ş
"Probably. Maybe I should call a parasite extermination team... Does you phone part contain phone numbers?"
JOE
"Let's check the Bedroom."
["No, sorry! I'd normally look them up on the internet, but since I got here that mostly just tells me things some of you already know."]
ImDead1ns1de
Meursault crabs that hes already checked the Bed Room!
JOE
"Yeah, but maybe Andre moved."
Joe rolls to commit think.
The Winds Of Chance
Result: 1d20 (3) + 1d10 (4)

JOE
[no think 4 joe]
ImDead1ns1de
(it wasn't meant to be...)
คຖ໓rē ¢hค໐Ş
"Do you think giving some chaotic blood to this one is a good idea, Iris?" - didn't find anything useful in the room
JOE
["Hm... I don't know. You don't have an ability to make giving your blood to people unpredictable and dangerous, do you?"]
"Hm, still not in the bedroom. Where do you think he is, Mersault?"
คຖ໓rē ¢hค໐Ş
"I didn't this morning... But I have regeneration. And this guy is some kind of cultivator, probably. Or... Milk didn't work, so problem is more spiritual?"
ImDead1ns1de
Meursault crabs that....Andre might be wherever Iris is? And Iris was with the trash guy?
JOE
["---You 'didn't this morning'? So you do now?"]
Joe rolls to accept this guess.
The Winds Of Chance
Result: 1d20 (14) + 1d10 (5)

JOE
"Yeah seems legit."
Joe begins sneaking over to the infirmary.
คຖ໓rē ¢hค໐Ş
"As much as I know - no." - flew closer to Iris. - "At least night should slower them down... Where are the others, actually?"
ImDead1ns1de
Meursault just crabs ahead of him to warn Andre. He crabs at Joe that forcing their classmates into comas when they can talk things out isn't wise.
JOE
"It's a sleep gun, not a coma gun. It puts him to sleep, not into a comma." Joe whispers, completely ignoring, or missing, Mersault's presumed broader point about unilateral action.
If this does not convince Mersault, Joe breaks into a run to arrive before Mersault can warn Andre and maybe prompt a chaoswish.
คຖ໓rē ¢hค໐Ş
>Sees Meur: "Only remembered you! I've been running back and forth all day trying to do something about slimes... Look what sword I made!"
ImDead1ns1de
Meursault crabs that putting someone into slumber for excess amounts of time they can't wake up from is basically a coma and that Joe really should consider not comaing his classmates.
JOE
Joe attempts to shoot Andre with sleep gun faster than Mersault could plausibly have been crabbing this, given Andre saw Mersault before he started crabbing.
The Winds Of Chance
Result: 1d20 (3) + 1d10 (1)

JOE
reroll.
The Winds Of Chance
Result: 1d20 (18) + 1d10 (10)

คຖ໓rē ¢hค໐Ş
>Reflectively defend himself with the sword
[Chaos: make me invincible to JOE attack]
ImDead1ns1de
Meursault crabs and sustains andre while stagnating himself. He tosses himself at Joe and tries to hold Joe down to make the cost of rerolling higher than the cost of just listening.
The Winds Of Chance
Result: 1d20 (8)

JOE
[Andre rolls to react Before the sleep effect.]
The Winds Of Chance
Chaos: 1d20 (4)

JOE
[since the 8 was for sleep, he fails to react in time. No Chaoswish occurs.]
ImDead1ns1de
Meursault crabs that Joe is heading towards Nami's path of random power use on others out of fear or other negative emotions.
JOE
"I feel like there's maybe a difference between ineffective mind control for literally no reason and putting the guy who constantly causes apocalypses to sleep lest he make another apocalypse before we solved the last three."
ImDead1ns1de
Meursault crabs that they can try to talk things out with Andre first before resorting to extreme measures!
คຖ໓rē ¢hค໐Ş
>Try to wake up. Such a mishmash of biology I am right now could make it possible.
The Winds Of Chance
Result: 1d20 (13)

JOE
"Sure. We can try. Maybe he'll even refrain from chaoswishing for a day if he almost dies another dozen times first."
[It is too early for Andre to do more than end up in a dream where he vaguely hears something like what is being said near him.]
ImDead1ns1de
Meursault crabs that perhaps chaosmashing items together should count too considering the sandpaperwater thing...
Meursault walks over to Andre and salts him.
JOE
"The results from his chaosmashing seem basically like chaoswishes, yeah."
คຖ໓rē ¢hค໐Ş
>Try to turn dream into lucid one and force waking up
The Winds Of Chance
Result: 1d20 (9)

คຖ໓rē ¢hค໐Ş
(Worth a shot)
JOE
[Failure.]
The Winds Of Chance
salt: 1d60 (10) - 40

JOE
[the Salt does not wake Andre.]
ImDead1ns1de
Meursault pours it into Andre's throat.
JOE
Joe gets a piece of paper out of his bag, writes DON'T CHAOSWISH/MERGE ANOTHER FIVE APOCALYPSES INTO BEING OVERNIGHT on it a dozen times, rips it into individual scraps saying this, and puts them all over Andre and in various conspicuous locations.
[Since Andre is part Slime now, the salt just sorta dissolves.]
Joe heads off to sleep.
ImDead1ns1de
Meursault pours more salt onto Andre and hopes the sensation wakes him up somehow. He wonders when Andre has become part slime.
คຖ໓rē ¢hค໐Ş
>Wake up from feeling of dehydration
JOE
Joe does not comment that Mersault is also making unconsensual uses of abilities expected to have possibly supernatural levels of impact on others out of emotions for their alleged own good and even using something he has been explicitly asked not to use, because Joe is asleep and he wasn't there for Andre saying no salt.
ImDead1ns1de
(nearly every enrolled is partially evil it seems)
คຖ໓rē ¢hค໐Ş
Opens one eye: "Mmm... Meur, did you put sault from Saulty room on me all this time or you took it from somewhere else?"
JOE
(Evil is the wrong word. Willing to disregard the self-determination of others, maybe.)
ImDead1ns1de
Meursault crabs that this salt simply came from the kitchen probably.
He also crabs at Andre that they have talked about chaos wishing and its many catastrophic effects, and that Andre has kinda caused a few catastrophes.
JOE
(It's like the Metaphysicist. He doesn't kill people when he can avoid it, he's trying to save and uplift the world. It's just non-negotiable.)
คຖ໓rē ¢hค໐Ş
"And I am trying to actively stop them. It just doesn't really work out."
ImDead1ns1de
(the slippery slope...)
ImDead1ns1de
Meursault crabs at Andre why isn't it working out?
คຖ໓rē ¢hค໐Ş
"I tried to stop things too fast and without coherent plan. I thought, danger was possibly too immediate. And I am usually not great at planning..." - looks at sleeping Iris, Guest and JOE. - "However, these few days, actually, was the most of fun and happiness I felt in years. Some good things."
JOE
(Joe is barricaded in the Teacher's Lounge, where he always sleeps.)
ImDead1ns1de
Meursault crabs that maybe Andre can try adventuring next to other classmates so they can help with whatever danger is nearby.
Or getting a weapon/armor/shield to make danger less dangerous.
คຖ໓rē ¢hค໐Ş
"Well, I have a gun... And a sword now..." - shrugs - "Usually I took Iris with me, but I don't want to leave Guest alone."
ImDead1ns1de
Meursault crabs that perhaps Andre should look into getting some damage reduction, Joe has a shield and Meursault is a crab. Or more active health regeneration that works mid combat. He crabs over to the xianxia trash to check up on him.
คຖ໓rē ¢hค໐Ş
"He is fine. Iris said, maybe even more fine than before... Also, do you think being a slime has some defense advantages?" - looks at his body, which still has same colors and shape. But now made of slime.
ImDead1ns1de
Meursault shrugs. He pokes Andre to see if anything's different.
คຖ໓rē ¢hค໐Ş
"Hmm, it feels the same... I fused with four of these chaos slimes? They were such pain in the ass! Could adapt to stuff I throw at them! Also, I am thirsty because of your salt..."
ImDead1ns1de
Meursault crabs that they can head towards the bathroom, washroom, or crabroom for water?
คຖ໓rē ¢hค໐Ş
"Yeah, lets go into Bathroom. I need a hot bath after such a day! And you probably too. You are crab, you need more water!" - float into Bathroom
ImDead1ns1de
Meursault crabs along.
คຖ໓rē ¢hค໐Ş
>Filling the hot bath. Pours some water on crab in the process too. And drink some.
>Tells: "My next step should be fly into City and ask for help with vermin extermination."
ImDead1ns1de
Meursault crabs how Andre plans to go about exterminating city vermin.
คຖ໓rē ¢hค໐Ş
"Just phone someone, ask locals about who dealing with slimes in this universe... This place is weird, they should have some solution. They have nuke-dude after all!"
>Submerges his body in a bath of hot water.
>Tells: "Maybe there is some Exterminator guy, who can deal with all kinds of vermin".
ImDead1ns1de
Meursault crabs if Andre has nonchaotic slime killing methods.
And that maybe they should try making friends with the slimes first.
คຖ໓rē ¢hค໐Ş
"Apart from finding a professional? They all a little bit risky, because slimes are creatures of change. So everything you throw at them, they can adapt to or even incorporate into themselves. I could try to kill them with sword and gun... But problems are: there are a lot of them and there is a spawning point for them".
ImDead1ns1de
Meursault crabs that friendship is a magic of its own.
คຖ໓rē ¢hค໐Ş
"Well, I was able to talk tumor-crab out of stuff... Not sure, if it works again."
ImDead1ns1de
He also abruptly remembers the Hole 2.0 is still in the city, in stasis, and wonders if that counts as some sort of crime. They should probably do something about that.
ImDead1ns1de
Meursault crabs that trying the method wouldn't hurt that much, right?
คຖ໓rē ¢hค໐Ş
"Perhpas. But we need to stop them to have time to talk. They attack like tidal wave - a lot of them!" - dived underwater for a short time and surfaced - "I am actually one of the biggest users of friendship there, which is really weird..."
ImDead1ns1de
Meursault crabs for a bit. They really did lack aoe methods, other than chaoswishing something big or Joe spamming one of his gun modes.
คຖ໓rē ¢hค໐Ş
>Try to strech new limb with slime properties
The Winds Of Chance
Result: 1d20 (14)

คຖ໓rē ¢hค໐Ş
"Ok, its a bit more flexible, I guess. Feels new..." - shrugs and pour some water on the head - "You want to craft a big guns? Also, I can use Fusion offensively too and sometimes it is an aoe option".
ImDead1ns1de
Meursault....is concerned that the big gun crafting will go wrong. He also crabs that fusion is sometimes as chaotic as chaos wish.
คຖ໓rē ¢hค໐Ş
"Meur, everything I do is chaotic. I took this concept, it's unavoidable now. I also have random spells every day... But they are random. Today I have Tracking of objects, which was really unhelpful".
ImDead1ns1de
Meursault crabs and asks Andre why his tracking was unhelpful?
คຖ໓rē ¢hค໐Ş
"This thing either laughed at me or tried to kill! I almost was eaten by sand wyrm, when tried to track down some bucket!"
ImDead1ns1de
Meursault is confused. Why would a tracking ability lead to a sand wyrm? He asks Andre that if he asked it for a bucket it should have led him to Meursault, possessor of a bucket. Unless Andre didn't want a plastic bucket?
คຖ໓rē ¢hค໐Ş
"I tried to find different buckets. From just bucket, to Minecraft bucket, to something to scoop sandpaper-water with... It was helpful in the end".
ImDead1ns1de
Meursault shrugs. Did he make the tracking spell search for a very specific type of bucket?
คຖ໓rē ¢hค໐Ş
"It should find one thing closest to what I asked for. Maybe I was just unlucky or wording was a bit wrong... Doesn't matter now." - pouring with water and leaves the bath.
"Huh, found another plus at being partly slime... Now my fur does not retains water."
ImDead1ns1de
Meursault crabs at Andre to ask if he possesses the property to slip through small gaps like some slimes can.
คຖ໓rē ¢hค໐Ş
"I dunno. My horns and talons seems hard still. And probably bones? My joints are definitely a lot more flexible... Not sure how that works. Where can we check this? And how?"
ImDead1ns1de
Meursault crabs that maybe Andre could try sticking his hand through the gap underneath a door or something? But then again he might get his hand stuck.
คຖ໓rē ¢hค໐Ş
"Well... I look like made from slime of different colors, which forms my shape, my fur and stuff... Almost the same, if not look closer. Maybe we need start smaller? I feel that the sense of touch has changed a little. Not for the worse. But my fur and mane now have sensitivity too. A little bit. Strange." - touching random things. - "Meur, salt was somehow dissolving in contact with me, right? Do you think I can drink and eat like this too?"
ImDead1ns1de
Meursault doesn't know. Salt is dissolvable in water and slime is...watery ish? He offers Andre a bit of thyme to absorb.
คຖ໓rē ¢hค໐Ş
>Put it on his hand
The Winds Of Chance
Result: 1d20 (14)

คຖ໓rē ¢hค໐Ş
>It drowned in slime, which makes up fur.
>Tells: "I don't think, I can really eat it... But I feel weird. Like taste, but not with my tongue. And it tastes just a little bit, and differently too."
"Did you try sugar?"
ImDead1ns1de
Meursault offers sugar and the miscellaneous spices he carries around.
คຖ໓rē ¢hค໐Ş
>Andre eat sugar fast and easy. Spices are weirder. Some dissolves, other not, thirds only partially with some undissolved parts go back out.
"I think, it's like saliva. People have enzymes in their mouths that dissolve sugars. This is something similar".
ImDead1ns1de
Meursault crabs and wonders if Andre has gained the adaptability he talked about chaos slimes having.
คຖ໓rē ¢hค໐Ş
"I don't think so? How would you even check something like this?"
ImDead1ns1de
Meursault doesn't know. He asks Andre what fighting the chaos slimes was like.
คຖ໓rē ¢hค໐Ş
"It was senseless and merciless. There are many of them, they come quickly and your attacks do not guarantee death... I didn't even know where to shoot to kill! Just targeted places easier to shot". - thinks for a bit
ImDead1ns1de
Meursault crabs and asks whether the chaos slimes changed before or after getting attacked.
คຖ໓rē ¢hค໐Ş
"Actually, do I have internal organs right now? Or its just layers and layers of slime of different colors? Is my brain also type of slime? And bones?" - looks at Meur - "It happened reactively."
ImDead1ns1de
Meursault doesn't know. Maybe if they got an x ray or something they could check. He crabs that since the chaos slimes adapted in response to some sort of harmful stimuli, maybe if they poked Andre with something mild and barely harmful repeatedly he could develop some sort of resistance?
คຖ໓rē ¢hค໐Ş
"I think, if my bones are of the same density, x-ray would give the same image. Something else is needed here. And a doctor to distinguish the results. We can try to poke me? But not in too painful ways!"
ImDead1ns1de
Meursault crabs that he has a lightning shiv. Maybe if they just tapped Andre lightly with the blunt side of it he could develop electricity resistance? Then again they're in water so maybe not right now. There's also the concern that Andre being made of slime makes him more conductive because of higher water content or...something.
คຖ໓rē ¢hค໐Ş
"If I am more conductive, than I am more electricity damage resistant. The current follows the path of least resistance, producing less heat. So there may be fewer burns. But in biological systems, cells, and not only nervous cells, use potential differences in their work. Therefore, a strong discharge can disrupt tissue function..." - stops and look at Meur - "I needed some biology for my exams long ago."
"Maybe I should try to manipulate my body manually first?"
ImDead1ns1de
Meursault crabs that being more conductive means if Andre's inner slime bits are weaker or more fragile they'll be more easily fried too. Meursault crabs and asks what Andre means by body manipulation?
คຖ໓rē ¢hค໐Ş
"I mean, slimes did all weird things to move and attack. Maybe can do something else with this body? Because it is different structure, do I have muscles?"
>Trying to melt into a puddle
The Winds Of Chance
Result: 1d20 (19)

คຖ໓rē ¢hค໐Ş
Andre melted into a thick puddle-like thing. Horns, talons, bones - all became more malleable temporarily to achieve this.
ImDead1ns1de
Meursault lightly pokes the puddle and asks Andre if he can move around.
คຖ໓rē ¢hค໐Ş
>Tries to move around without changing anything
The Winds Of Chance
Result: 1d20 (11)

คຖ໓rē ¢hค໐Ş
>Slowly moves from place to place
ImDead1ns1de
Meursault cheers Andre on.
คຖ໓rē ¢hค໐Ş
>Open mouth and reshape head to talk: "It feels weird. I am like super-relaxed right now. Even more relaxed, than in sleep!"
ImDead1ns1de
Meursault crabs that Andre probably shouldn't sleep on the floor.
คຖ໓rē ¢hค໐Ş
"Probably... Don't want to 'eat' anything from floor". -turn back into normal shape
"Wait, if I can go more pliable, can I go into different direction? Like, more stiff or dense?"
ImDead1ns1de
Meursault crabs that if he has dense slime bones than maybe that's possible?
คຖ໓rē ¢hค໐Ş
>Try to become harder?
The Winds Of Chance
Result: 1d20 (9)

ImDead1ns1de
He also crabs that changing shape may or may not change Andre's resistances depending on damage mechanics. Being puddly and liquid would make blunt attacks probably less damaging since he'd just squish around it?
คຖ໓rē ¢hค໐Ş
>It didn't work too well. Just became a bit harder, less flexible.
>Tells: "Feels like I am flexing everything in my body... But it just odd. I think, my body still has some tissue differentiation."
ImDead1ns1de
Meursault pokes Andre to see if he's less squishy.
คຖ໓rē ¢hค໐Ş
>His fur became more smooth and close to the body. Feels like tanned leather. Not too hard.
>Stops being hard: "Its too hard to keep things like this for long"
ImDead1ns1de
Meursault crabs to ask if Andre can morph into slightly different shapes or configurations.
คຖ໓rē ¢hค໐Ş
"Wait, I want to try something funny..."
>Tries to roll his eyes as much as possible and look inside his head
The Winds Of Chance
Result: 1d20 (19)

คຖ໓rē ¢hค໐Ş
"Ok, I look inside my head right now. Its dark inside. And I guess, attachments of tissues are not only more flexible, but can be severed and brought back together to some degree". - put his eyes back in place. - "Not sure about other shapes... It needs some artistic capabilities?"
ImDead1ns1de
Meursault crabs to ask Andre if he's experiencing eye pain or general vision weirdness. He crabs that Andre could try making his hand sharper for something simple to achieve or try and make a key shape as a harder exercise?
คຖ໓rē ¢hค໐Ş
"It wasn't painful at all. And I see things alright. Just unusual place for eyes to be. Well, my talons can become almost liquid, when I am puddle..."
>Try turn his paw in different shape, like key
The Winds Of Chance
Result: 1d20 (1)

คຖ໓rē ¢hค໐Ş
>Nothing happens
"I am not sure, how to do it. With puddle thing I just relaxed, kinda. But there is just nothing, like I push wrong buttons or there are not any buttons at all".
"Hmm, what if I..." - trys to strike wall with a tail, while making its point hard, but other parts more malleable. Something like whip or flail principle
The Winds Of Chance
Result: 1d20 (16)

คຖ໓rē ¢hค໐Ş
>It somewhat worked, but looked awkward.
>Tells: "It wasn't painful, actually. So I can make different parts harder and malleable at the same time. Although, I probably need a lot of training before trying to pull something like this off consistently".
ImDead1ns1de
Meursault crabs that it could be useful with a bit of work and heads off to sleep.
คຖ໓rē ¢hค໐Ş
(Cannot sleep again. Huh, there is some lonely bird in the voicechat)
>Go into Bedroom.
>Try to change color
The Winds Of Chance
Result: 1d20 (15)

คຖ໓rē ¢hค໐Ş
>Color slowly change from one to another, bur they a bit dull. Some impossible to get. Like, it was really hard to get something looking like green. It easier to change color of fur and eyes, than of horns, talons or tongue.
>Try to make slime transparent
The Winds Of Chance
Result: 1d20 (3)

คຖ໓rē ¢hค໐Ş
Didn't work at all. It seems that it is simply impossible to adjust transparency.
>Go to sleep
JOE
(Nighttime is a pretty bad time for experiments because reality literally works differently and there's little reason to expect the results to remain consistent.)
JOE
[Joe selects a new Skill:]
[Siphon Luck, Level 1]
[Target one being. You may expend Rerolls to reroll their rolls, gaining 1 Reroll per -7 to final result and losing 1 Reroll per +7 to final result. Enrolled may negate if their roll +1/2 their level is greater than your roll + 3x this skill level.]
[The name has a double-meaning; used on enemies, the purpose is to siphon luck from them to Joe, but used on allies the purpose is to siphon luck from Joe to them.]
[by keeping this on Andre at all times, the rate of apocalypses might go down by as much as 50%.]

คຖ໓rē ¢hค໐Ş
>Read a few books while lying in bed
 
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Here's a stab at an essay comparing the Tarot and Gothic Horror classes. i started writing this before my advil wore off and im too tired to do any more work on it today. Go easy on me plz, b/c i have covid.



Before the Educator's appearance, Gothic Horror and Tarot were culturally distinct approaches for grappling with the unknowable sublime. Gothic Horror's deepest strength is its ability to reify the anxieties of the day. It projects a complex array of social pressures and contradictions into a setting that promises catharsis for the audience, if not necessarily resolution. Gothic horror is an inspection of society's cracked and leaking foundations, a census-taking of the things lurking on the outskirts of town. It is not hamstrung, necessarily, by pessimism; what is a vampire's bite but a wedding vow which can be received with either rapture or horror? And monsters which emerge only under the light of the full moon are a dramatic improvement over the sort that plague Wall Street and Capitol Hill. Tarot, on the other hand, is not a setting but a script, and sometimes even a prop. Tarot describes the straight path through danger, the shining line that guides a supplicant through the Valley of Death. Tarot has little to say about the world, but speaks volumes about how determination, luck, and grace will preserve a determined individual.

In the Educator's paradigm, the Gothic Horror class will be conditioned to see the historical roots of bigotry, cultural blindspots, and societal baggage that so befuddle Old Earth. Upon their return home, they will either displace or adopt those cultural currents in order to better embody their Roles. For the first time, the chaotic vortex of historical folklore will be harnessed to human ends, rather than slouching towards deeper depravity. This transition can be harnessed by the already-graduated Tarot class, but only with quick thinking and hard work.

The role of the Tarot is to describe a particular relationship between a supplicant and the world at large. When being read, the supplicant is already in a bidirectional relationship with the world: they may be buffeted by the cruel winds of fate, but their actions have uncountable echoes that may resonate with friends, family, strangers, and even enemies. The Tarot is a sieve that allows the supplicant to distinguish between the kind of actions that will advance their ends, or advance their end. As a whole, the Tarot class will be able to navigate around the cultural inertia that the Gothic Horror class will rely on. A foreboding castle may be the lair of a dashing vampire, but it is also the quintessential example of a Tower. Inverted, the vampire's fortune may turn out to be quite dire indeed.
 
Here's a stab at an essay comparing the Tarot and Gothic Horror classes. i started writing this before my advil wore off and im too tired to do any more work on it today. Go easy on me plz, b/c i have covid.



Before the Educator's appearance, Gothic Horror and Tarot were culturally distinct approaches for grappling with the unknowable sublime. Gothic Horror's deepest strength is its ability to reify the anxieties of the day. It projects a complex array of social pressures and contradictions into a setting that promises catharsis for the audience, if not necessarily resolution. Gothic horror is an inspection of society's cracked and leaking foundations, a census-taking of the things lurking on the outskirts of town. It is not hamstrung, necessarily, by pessimism; what is a vampire's bite but a wedding vow which can be received with either rapture or horror? And monsters which emerge only under the light of the full moon are a dramatic improvement over the sort that plague Wall Street and Capitol Hill. Tarot, on the other hand, is not a setting but a script, and sometimes even a prop. Tarot describes the straight path through danger, the shining line that guides a supplicant through the Valley of Death. Tarot has little to say about the world, but speaks volumes about how determination, luck, and grace will preserve a determined individual.

In the Educator's paradigm, the Gothic Horror class will be conditioned to see the historical roots of bigotry, cultural blindspots, and societal baggage that so befuddle Old Earth. Upon their return home, they will either displace or adopt those cultural currents in order to better embody their Roles. For the first time, the chaotic vortex of historical folklore will be harnessed to human ends, rather than slouching towards deeper depravity. This transition can be harnessed by the already-graduated Tarot class, but only with quick thinking and hard work.

The role of the Tarot is to describe a particular relationship between a supplicant and the world at large. When being read, the supplicant is already in a bidirectional relationship with the world: they may be buffeted by the cruel winds of fate, but their actions have uncountable echoes that may resonate with friends, family, strangers, and even enemies. The Tarot is a sieve that allows the supplicant to distinguish between the kind of actions that will advance their ends, or advance their end. As a whole, the Tarot class will be able to navigate around the cultural inertia that the Gothic Horror class will rely on. A foreboding castle may be the lair of a dashing vampire, but it is also the quintessential example of a Tower. Inverted, the vampire's fortune may turn out to be quite dire indeed.
I appreciate it but if you get the word count to a thousand words I'll give you the two vote markers I promised people.
 
Class of Concepts, Day 12 - Not all formatting is final. A large amount of out of character off-topic text will be edited out in the future.

JOE
[Andre is awarded 2 XP from the gestalt of a variety of reactions I am not sure were logged initially and 1 XP for trying to do experiments at night time when the results cannot be relied on.]
[Joe is awarded 1 XP from a reaction I believe was not logged initially.]
[Mersault is awarded 1 XP for 'convincing' Joe reality has not already had a good enough run.]
[A new Day is Dawning.]
[Vibrancy pulses out from the Class, restoring color and definition to all unexplored territories.]
[Today, Kaleidoscopic Capabilities uses the concept 'Bunny'.]
[Rolling for certain occurences related to past events...]
[Noclip 2: 11. Failure. Metastize: 10. failure.]
[Escalate Problematicness: 16. Success. Conceal Involvement: 6. Failure.]
[Retain Activity, Sanctuary: 4. Failure.]
[Not A Homestuck Reference: (Max, 6,3). Nope!]
[A whole Day lies before you. What. Do you do?]

The first thing Joe does, besides wake up, is run to where Andre is and apply Siphon Luck.
JOE
After waiting an hour, Joe rolls to start doing things for luck-farming purposes and not just stand here.
The Winds Of Chance
Result: 1d20 (11) + 1d10 (3)

JOE
[nope]
ImDead1ns1de
Meursault wakes up from a long nap and crabs around for a while. He crabs outside to see if anything particularly disastrous has occurred.
JOE
[Nothing has obviously changed outside.]
[Joe is, however, standing nearby to where Andre is idly.]


ImDead1ns1de
Meursault crabs over to Joe. Since today seems calm perhaps they could go investigate whatever's happening with the Dungeon to see if its getting out of control?
JOE
"Hm... maybe. I feel like if we let Andre out of our sight he'll make three more apocalypses though."
ImDead1ns1de
Meursault crabs that they could....tax Andre for each disaster he causes to make more chaos unfavorable? Or they could just bring him into the dungeon while they explore, although that doesn't seem very safe.
JOE
"...How would we tax him?"
ImDead1ns1de
Meursault doesn't know. He was just tossing out ideas.
JOE
"Hm... I could shoot him with the sleep gun twice, then he'll stay asleep for an hour and a half?"
ImDead1ns1de
Meursault crabs that Joe shouldn't simply put all problem causing things into comas! Especially not his classmates. They can just leave Andre a note or something and have a talk with him later.
The Winds Of Chance
Result: 1d20 (4) + 1d10 (5)

JOE
"hm... are we sure Andre knows how to read?"
ImDead1ns1de
Meursault crabs that Andre has read things before, and therefore should know how to read.
JOE
"hmmmmmm...."
"What if he doesn't notice the note?"
ImDead1ns1de
Meursault crabs that they can just plaster the room with notes if that's what it takes.
JOE
"-Actually, I left a bunch of notes here last night. I assume you stayed with him, did he notice any of them?"
ImDead1ns1de
Meursault crabs that he doesn't remember. Andre was too busy being part slime.
JOE
"I take it Andre is still part slime, a state which apparently is more important than reading notes."
ImDead1ns1de
Meursault crabs that surely Andre would notice a room covered in notes and end up reading at least one...
The Winds Of Chance
Result: 1d20 (16) + 1d10 (8)

JOE
"...Maybe."
ImDead1ns1de
Meursault crabs that Andre probably has the good sense to not cause too many catastrophes a day, and that they should go get rid of any current disasters instead.
JOE
"I really don't think Andre has the good sense to not cause catastrophes."
ImDead1ns1de
Meursault crabs that Andre won't cause too many, because after enough chaos wishes he'll either stop or get rid of some current ones.
JOE
"Only if you assume he doesn't cause new apocalypses while trying to solve the old ones."
ImDead1ns1de
Meursault crabs that he's sure whatever Andre does they can handle the aftermath, and they should at least give Andre a chance to prove his ability to not cause disasters.
JOE
"So, if we give Andre this chance, and Andre ends up causing an greater number or severity of apocalypses to those he stops, will you agree that there is no longer a need to give Andre the chance to prove himself?"
ImDead1ns1de
Meursault crabs that after that they can put Andre on probation or something and accompany him more to stop him from chaosing.
JOE
"And if nobody is available to accompany Andre at a given point, for instance because of an ongoing apocalypse, we can keep him asleep, yes?"
ImDead1ns1de
Meursault crabs that that is cruel to stop Andre from experiencing his limited time alive. Maybe the movie projector helmet is a good alternative?
JOE
"The Movie Projector helmet only works once per day, though. Also, I object to the 'limited time alive' argument. We can probably turn off Aging well before it becomes a problem, like with Sustain Target or an improved version- the main limit on Andre's time alive is the possibility his apocalypses kill him."
ImDead1ns1de
Meursault crabs that keeping Andre from experiencing anything by sending him into constant mini comas is a great way to have him go evil again. And that Meursault isn't a fan of permanently keeping him asleep either.
JOE
"Hardly constant! Only while too many people are busy dealing with his preceding apocalypse for anyone to keep an eye on him. If that's constant, it's his own fault for producing a transfinite supply of apocalypses."
ImDead1ns1de
Meursault crabs that Andre might not like being sent into small comas even if he does cause constant apocalypses. Shouldn't they let him help deal with whatever new apocalypse is going on instead of just comaing him? Even if he does make new apocalypses in the process of dealing with the old one, his combat options are semi limited so chaosing is inevitable.
JOE
"His combat options being limited is Also his own fault. He already has that one per-day ability thing; he could just put his points further into that vein."
ImDead1ns1de
Meursault crabs that sometimes the random ability isn't very combative. How exactly was Andre going to use tracking in battle, unless he managed to powerlevel it to track weak points? Even then, he would actually need the luck/ability to attack those weak points.
คຖ໓rē ¢hค໐Ş
(Bunny - summon murder-bunny to attack specific target)
JOE
"I concede that if he put five levels into the daily ability, and then it generated, like, 'tracks', 'healing', 'defence', 'tasty' and 'connection', it would mostly not be his fault that his combat options are limited."
ImDead1ns1de
Meursault crabs Joe what exactly Andre is meant to do at that point then, since his only other options are regular combat where he may or may not get outclassed by whatever new threat is there, or to chaos, which has its own problems.
JOE
[Reifying...]
[Summon Horned Rabbit, Level 1.]
[Summon 1 Horned Rabbit, with a 3 minute cast time and a max of 6. Horned Rabbits make 1d4-1 attack rolls (dealing 1 damage, +1 for each 10 they exceed the enemy defence roll), and have 1 HP each.]
[acceptable?]

คຖ໓rē ¢hค໐Ş
>Wakes up from noise
JOE
"On a day where he hypothetically generates 5 combat-nonviable Concepts, he is meant to stay out of combat because he generated a pure support/utility built."
คຖ໓rē ¢hค໐Ş
(Do they attack everything around?)
JOE
[no, you can give them general orders.]
ImDead1ns1de
Meursault crabs Joe what Andre is meant to do if combat finds him and keeps following him?
คຖ໓rē ¢hค໐Ş
(Than ok!)
>Start summoning bunny
JOE
"In this extremely specific scenario, he might not have a choice, assuming he can't build any kind of chaos-based non-apocalyptic escape into his abilities."
คຖ໓rē ¢hค໐Ş
(Also, put 1 AP into Kaleidoscopic Capabilities!)
JOE
"Oh look, he's awake."
ImDead1ns1de
Meursault crabs at Andre to say hello and that Joe really wants to coma him to stop Andre from chaosing.
คຖ໓rē ¢hค໐Ş
>Stretch out your hands towards them holding a strange animal and say: "I have bunny! Isn't it cute?"
ImDead1ns1de
Meursault crabs that the bunny is indeed very cute.
JOE
"it sure is a bunny."
คຖ໓rē ¢hค໐Ş
"Yeah. and it wants to kill things. Do you want bunny for yourself?"
JOE
[Kaleidoscopic Capabilities level 2 generates the concept 'Castle'.]
ImDead1ns1de
Meursault crabs that he would be happy to have a little bunny friend.
JOE
[(I assume from context you were building towards variety rather than power-of-randomized-abilities.)]
คຖ໓rē ¢hค໐Ş
(Yeah, this was my higher priority goal)

(Castle - generate unmoving force-field dome round some target to protect it. Restricts target from moving and attacking, but only one dome can exist at a time and it dissapear, if I go too far away)
>Creates second bunny
JOE
[Reifying...]
[Project Castle, Level 1]
[Creates a semi-transparent forcefield in the shape of a miniature Castle around a target. The forcefield blocks both ingress and egress. Cap of one projection, maximum range of 100 meters.]
[acceptable?]


The Winds Of Chance
Rumble: 1d20 (4)

คຖ໓rē ¢hค໐Ş
(Can I make it look whatever I like? It doesn't give any bonuses, but just interesting.)
>Creates third bunny: "My army is groing!"
JOE
[It has to be a Castle, but the aesthetics of the castle are selectable.]
ImDead1ns1de
Meursault picks up a bunny and puts it on his head.
JOE
"So, are you okay with being put to or kept asleep under apocalyptic situations to prevent further apocalypses from occurring?"
คຖ໓rē ¢hค໐Ş
"Do you need free replenishable attack units and castle force-fields?" - creates 'card-castle' projection around JOE - "Neat, right? Not sure how durable it is..."
>Creates another bunny and hug it
JOE
"Those things might be useful. More obviously the former than the latter."
คຖ໓rē ¢hค໐Ş
"Don't underestimate rabbits. I would go with you and help. There is should be some bucket to seal CPSW in the dungeon".
JOE
"I wasn't underestimating the rabbits? I said the former, the rabbits, is more obviously useful."
คຖ໓rē ¢hค໐Ş
"Anyway." - creates fifth bunny - "I don't really want to sleep while things happening, because if something goes wrong I probably would be unable to do anything while asleep. And having me doing stuff for you can make job a lot easier."
JOE
"I think there might be a sense in which it is impossible for the former to happen? And whether you can make things easier depends on the day."
คຖ໓rē ¢hค໐Ş
"Well, if something try to kill me while I am asleep, there is still plan B for me to get out." - shrugs and created last bunny. - "The moment you encounter something, which your tools and abilities cannot solve is a moment for chaos to try. If there is a big chance of death, of course. And today is the useful day, as you recognized... So how about I give you a promise?"
JOE
Joe tilts his head inquisitively.
คຖ໓rē ¢hค໐Ş
"Like, I can promise you to use my powers today only under your command. Or some other wording... I hate making promises, but this thing usually works if I do."
The Winds Of Chance
trustworthiness estimate: 1d20 (3) + 1d10 (6)

JOE
reroll
The Winds Of Chance
Result: 1d20 (8) + 1d10 (6)

JOE
"Hm... If you'll stick to a promise like that then great, but can you?"
คຖ໓rē ¢hค໐Ş
"This usually works. And it will serve as an anchor if I start to lose touch with reality. So what should I promise for today?"
The Winds Of Chance
Result: 1d20 (11) + 1d10 (1)

JOE
"To not use your chaoswish, chaosmerge, or any other prone-to-backfiring abilities without clear permission from either me or Mersault. And also Mersault doesn't count if he's trying to eat something ridiculous at that time."
คຖ໓rē ¢hค໐Ş
"So use more chaotic side of my power under your command. I promise to do so for a day".
ImDead1ns1de
Meursault crabs that he's never eaten anything ridiculous! The omnifood is just very tasty, not ridiculous!
JOE
"You once ate a kitkat without removing the wrapper."
คຖ໓rē ¢hค໐Ş
"Actually, did it came out?"
ImDead1ns1de
Meursault crabs that kitkats are also tasty! Not ridiculous. And that the status of the concept kitkat is unknown and probably just stuck in limbo somewhere.
The Winds Of Chance
Kitkat Endurance Roll: 1d20 (4)
Mersault Digestion Roll: 1d20 (18)

คຖ໓rē ¢hค໐Ş
"Your stomach is a limbo, got it!" - makes castle disappear
JOE
[the Kitkat was digested at some point in the past several Days.]
[wrapper and all, somehow.]

ImDead1ns1de
Meursault crabs to ask if they'll be dungeon delving now that the chaos thing is sorted out.
คຖ໓rē ¢hค໐Ş
"Ok, what should we do first?" - gets out of bed in the middle of an army of rabbits. - "I think, it is less dangerous and more reasonable to try dungeon. There should be part of the solution, I created it".
JOE
"Well, either dungeon delving, or the water stuff, I assume."
The Winds Of Chance
Rumble...: 1d26 (3) - 6

ImDead1ns1de
Meursault crabs that Andre tracked an anti chaossandpaperwater bucket in the Dungeon, somewhere he thinks.
JOE
"Sounds like the vote is overall for the dungeon, then."
คຖ໓rē ¢hค໐Ş
"We need to get ready, take some useful stuff. Has anyone seen fire extinguishers at school? There may still be fire elementals in the dungeon."
ImDead1ns1de
Meursault doesn't know if he's seen any fire extinguishers, but Joe has a freeze gun which might be close enough?
JOE
"I do indeed have a freeze gun."
คຖ໓rē ¢hค໐Ş
"Perhaps, but can it help if one of us put on fire?"
ImDead1ns1de
Meursault sustains Andre and stagnates the health of a random bunny before crabbing off towards the dungeon.
(gtg for a bit)
JOE
"Fire requires heat, so if you're frozen, you won't be on fire. truly, my logic is flawless."
คຖ໓rē ¢hค໐Ş
"Being frozen usually very bad for living things..." - go towards the dungeon.
JOE
Joe also goes to the dungeon. On account of remembering what's in it, he immediately shoots gun at the bell room (on the right) from out of auditory range.
The Winds Of Chance
Result: 1d20 (8) + 1d10 (3)

JOE
reroll.
The Winds Of Chance
Result: 1d20 (7) + 1d10 (9)

JOE
[It thins out the bells somewhat, but not entirely.]
"So, are we going straight, left, or right?
คຖ໓rē ¢hค໐Ş
>Tells: "Hmm, let's go left? Don't want to contact with sleep room"
JOE
"Fine by me."
คຖ໓rē ¢hค໐Ş
>Takes one bunny in hands and float towards the room with die
ImDead1ns1de
Meursault crabs awake again and heads into the Dungeon.
JOE
"Can we go through?"
[Ask Again Later.]
ImDead1ns1de
He asks the bunny on his head which way Andre is.
The Winds Of Chance
Result: 1d30 (4) - 10

JOE
[the bunny does not know. it is a bunny.]
ImDead1ns1de
Meursault picks a random room to head down...
The Winds Of Chance
Result: 1d3 (3)

JOE
[the Bells room. It shows clear signs of Joe: trails of formerly-lava on the walls and such. Not all the Bells are dead, though.]
The Winds Of Chance
remainingbellsattack: 1d15 (15)

ImDead1ns1de
Meursault asks the bells how they feel about their only job being murder or waiting to murder.
He also stagnates himself.
คຖ໓rē ¢hค໐Ş
"We probably can..."
JOE
[The bells ring damagingly at Mersault and his bunny, killing the bunny.]
คຖ໓rē ¢hค໐Ş
>Suddenly stops: "Meur is in a dungeon. My bunny I gave him just died".
JOE
"-we need the 8ball thing to let us through, remember? 'cuz there's a solid wall."
ImDead1ns1de
Meursault crabs in despair as the bunny dies. He tries to sustain its form.
The Winds Of Chance
Result: 1d20 (20)

JOE
[Somehow, Mersaults Sustain Target takes hold despite the bunny being a temporary summon thing that is already dead. After a few minutes, the bunny is reconstructed, now dependant on occasional applications of Sustain Target instead of Summon Horned Rabbit for continued existence.]
คຖ໓rē ¢hค໐Ş
>Fly into bell room to help Meur
JOE
[Possibly more than few minutes, if the bells keep re-killing it. which they will, given a chance.]
ImDead1ns1de
Meursault crabs at the poor bunny and hurries out the bell room. If Joe was here for real he would've murdered all the bells probably.
คຖ໓rē ¢hค໐Ş
"Meur... Wait, didn't this bunny died already?" - try to summon another one.
ImDead1ns1de
Meursault crabs that he has somehow sustained it.
Meursault puts the bunny in his backpack where it will hopefully last longer and crabs at Andre where Joe is.
คຖ໓rē ¢hค໐Ş
"In 8ball room. Do you know how to open the door?"
ImDead1ns1de
Meursault crabs that they're supposed to ask the 8 ball and eventually it opens the door right?
JOE
Joe, still in the 8ball room, asks "can we go through yet?".
[Most Likely.]
คຖ໓rē ¢hค໐Ş
"I cannot remember what we should ask... Can we go through in the next second?" - when enter the room again
The Winds Of Chance
dc is 6.: 1d20 (10) + 1d10 (8)

JOE
[the wall in the doorway-recess temporarily becomes intangible and translucent.]

Joe walks through.
ImDead1ns1de
Meursault crabs through the door.
คຖ໓rē ¢hค໐Ş
Go after him
JOE
Joe continues walking and shoots the skeletons to pieces with his gun as they reach them.
The Winds Of Chance
Result: 1d20 (15) + 1d10 (6)

JOE
[Joe does his part successfully.]
"Are we checking the hidden hallway this time or going on ahead?
คຖ໓rē ¢hค໐Ş
"Let's check this one. Maybe it has something useful. Like a shortcut..."
ImDead1ns1de
Meursault crabs that the hidden hallway might have treasure in it.
JOE
"I mean, we walked right by one of the loot chests without opening it earlier."
ImDead1ns1de
Meursault crabs? When?
JOE
"...there's a loot chest straight ahead from the entrance?"
คຖ໓rē ¢hค໐Ş
"Room, where it was fused to floor... I forgot about Meur stasising things earlier, thought it would be like always..." - rubs his forehead
ImDead1ns1de
Meursault crabs... Wasn't that one yellow?
คຖ໓rē ¢hค໐Ş
"Let's check, if hidden place is a shortcut" - try to fly into hidden coridor
JOE
[it Was.]
ImDead1ns1de
He could've sworn he's opened the one near the entrance and gotten electrocuted, in return for a shiv.
The Winds Of Chance
hidden corridor traversal: 1d20 (7)

JOE
[a few steps into the hidden corridor, something under grates in the floor lights aflame, spewing smoke into the corridor and rapidly filling it with airborn soot.]
JOE
[correct.]
Joe swaps to Wind mode and shoots the smoke with it.
The Winds Of Chance
Result: 1d20 (8) + 1d10 (8)

JOE
[so long as Joe continues doing so, the smoke is mostly driven out of the other entrance and through several pinholes in the wall, spilling out into the non-secret hallway instead.]
คຖ໓rē ¢hค໐Ş
>Check the room on the right
ImDead1ns1de
Meursault crabs over to one of the pinholes and attempts to plug it up with salt.
The Winds Of Chance
Result: 1d20 (12)

JOE
[Salt is a powder. It does not work very well.]
ImDead1ns1de
Meursault grabs some paper and uses that instead.
JOE
[the room on the right is... calm. Somewhat warm, but not in a dangerous way; the floor is softer than one would expect from stone, with a pile of seeds and such in one corner and a cushioned box with some hay in it in another.]
[Nobody is in the room.]


The Winds Of Chance
Result: 1d20 (2)

ImDead1ns1de
Meursault picks up the seeds to see what seeds they are.
JOE
[Mersault is unable to reach high enough from the ground or get the right angle on the wall to put the paper in the holes.]
คຖ໓rē ¢hค໐Ş
"Looks like a shelter".
ImDead1ns1de
Meursault crabs at his shortness. He examines the seeds more.
The Winds Of Chance
Result: 1d20 (20)

JOE
[The Seeds seem to be luxury chicken feed, which Mersault, naturally, knows exactly how to recognize from his long (0 second) history as a luxury chicken breeder; except that each seed is slightly a different hue and faintly luminescent.]
คຖ໓rē ¢hค໐Ş
>Search the room for hidden objects/paths
The Winds Of Chance
Result: 1d20 (17)

ImDead1ns1de
Meursault takes out the bunny from his backpack and puts the seeds in there.
He crabs over to the hay and rummages through it for other items.
(gtg for a bit again)
JOE
[Andre determines that there are no hidden paths from or objects in this room.]
คຖ໓rē ¢hค໐Ş
"Nothing. Just a secret shelter. Let's go towards the boss room." - fly in this direaction
JOE
Joe follows.
The Winds Of Chance
Andre Pathing: 1d20 (8)

คຖ໓rē ¢hค໐Ş
>Let one rabbit to scout the boss room
The Winds Of Chance
Joe pathing: 1d20 (16) + 1d10 (6)
rabbit pathing: 1d20 (8)

JOE
[Andre steps too close to one of the yellow-blue pits, getting pulled in by a sudden gust of wind while being paralysed by a jolt of electricity, taking 1 damage in the process.]
[the Rabbit sent ahead also has a pit-related incident and dies.]
[Joe calmly walks through, never entering the range of the traps.]

"You okay down there?"
คຖ໓rē ¢hค໐Ş
"Not really. Traps are annoying". - enter the room
JOE
[There are no fire elementals. There is still a Lightning Ogre (which has healed of any lingering damage from the previous battle.)]
Joe shoots it with gun while staying at a safe distance.
The Winds Of Chance
Result: 1d20 (5) + 1d10 (3)

ImDead1ns1de
Meursault finds apparently nothing in the hay except for hay and crabs out of the room.
JOE
reroll. Also, he shifts Siphon Luck to the Ogre instead.
The Winds Of Chance
Result: 1d20 (12) + 1d10 (6)

คຖ໓rē ¢hค໐Ş
>Shoot the Ogre, if it still alive after JOE assault
The Winds Of Chance
Andre: 1d20 (16)
Ogre: 1d20 (13)

JOE
Joe does not reroll the Ogre.
[The Ogre loses an arm and becomes poisoned, but is still alive. It lunges at Andre, swinging its remaining arm.]
The Winds Of Chance
Ogreattack: 1d20 (20)

JOE
Joe rerolls it!
The Winds Of Chance
ogreattack: 1d20 (18)

JOE
...again!
คຖ໓rē ¢hค໐Ş
>Keep distance
The Winds Of Chance
Result: 1d20 (5)
Result: 1d20 (7)

JOE
[With Joes finger on the scales of fortune, Andre manages to barely dodge the monsters lunge. It whirls around and throws its weapon at Joe.]
The Winds Of Chance
ogretoss: 1d20 (2)

JOE
Joe steps out of the way and keeps shooting.
The Winds Of Chance
Result: 1d20 (1) + 1d10 (6)

JOE
reroll.
The Winds Of Chance
Result: 1d20 (6) + 1d10 (3)

คຖ໓rē ¢hค໐Ş
>Shoot the Ogre in the eye
ImDead1ns1de
Meursault has once again lost his classmates and crabs in thought. There's no way they would go back to the bell room or the 8 ball room right? So that leaves...(roll to guess)
The Winds Of Chance
andre: 1d20 (19)

JOE
[Joes shot goes wide, but so does the Ogres. The Ogre then takes a bullet to the eye, becoming partially blinded and further-poisoned.]
The Winds Of Chance
Result: 1d20 (19)

JOE
[Meanwhile, Mersault concludes Joe and Andre are in the boss room and/or second floor.]
คຖ໓rē ¢hค໐Ş
>Shoot the Ogre in foot
ImDead1ns1de
Meursault puts the bunny back in his backpack and crabs over there with haste.
JOE
[the Ogre spins around wildly, hoping to hit something.]
The Winds Of Chance
andrefootshot: 1d20 (20)
ogreswing: 1d20 (10)

JOE
also Joe shoots it again.
The Winds Of Chance
Result: 1d20 (5) + 1d10 (9)

คຖ໓rē ¢hค໐Ş
>Order bunnies to attack the Ogre
ImDead1ns1de
Meursault arrives at the boss room at some point and tries to stab the ogre with his crab knife.
The Winds Of Chance
mersault: 1d20 (19)

JOE
[Andre expertly shoots the Ogre in the... foot, causing it to fall over after spinning around wildly and just barely missing him again. Joes lavashot hits the Ogre in the remaining hand, severely limiting its attack options, and then Mersault decapitates its largely defeated body.]
[The way forward creaks open, and a yellow flag flops out of the rewards chute.]

คຖ໓rē ¢hค໐Ş
>Check the flag and chute
ImDead1ns1de
Meursault wonders why the dungeon has so much yellow in it. Was that the lowest rarity of things?
JOE
[the reward chute is a hole in the wall which the flag came out of. It was here on previous explorations and is too small to traverse.]
[the Flag is solid yellow. It has a hard cylinder region and a rectangular flappy bit.]

ImDead1ns1de
Meursault wonders how a yellow pin was a reward. He tries to take the flag.
JOE
"Maybe it wants us to accidentally electrocute ourselves."
คຖ໓rē ¢hค໐Ş
>What is inside the hole other than flag?
JOE
[the hole is empty.]
(...gtg)
คຖ໓rē ¢hค໐Ş
"Its empty. Let's keep going". - try to take the flag with me
JOE
(back.)
[On the second floor, you arrive in a square room. Previously, there was one exit in the middle of the room; now there are two on the same wall, leading to other rooms.]
ImDead1ns1de
Meursault looks through the new exit to see what lies beyond.
The Winds Of Chance
Result: 1d2 (1)

JOE
(...ekh, gtg)
(back again.)
[The new room, on the left from your perspective or right from an overhead IRISmaps view, features: A floor of colored tiles; a large d6 with angry eyes and cartoon limbs; a roulette machine on the back wall; and several holes in the walls.]
The Winds Of Chance
Result: 1d6 (5)

คຖ໓rē ¢hค໐Ş
>Let rabbit go in there first
JOE
[The d6 monster looks towards the door and spots you, flexing its cartoonish limbs intimidatingly.]
The Winds Of Chance
rabbit roll: 1d4 (1) - 1
dicemonster attack: 3 * 1d6 (5)

JOE
[The d6 monster crushes the Rabbit with its fist, leaving only a bloody smear.]
ImDead1ns1de
Meursault crabs in distress and puts down his backpack, rushing into the room with his crab knife.
The Winds Of Chance
mersault: 1d20 (14)
dicedodgeroll: 3 * 1d6 (3)

JOE
[The d6 monster pulls its limbs in and rolls itself like a die to dodge out of the way, recieving only minor damage. Party streamers shoot out of the tiny holes in the walls.]
Joe shoot with gun.
The Winds Of Chance
Result: 1d20 (14) + 1d10 (8)
diceroll: 3 * 1d6 (6)

JOE
[The d6 monster tries to dodge, but still gets hit by a glancing blow, blowing a chunk out of its side and sending it tumbling... When it stops, it lands on with the 6 facing up.]
[The colored tile floor lights up and starts shifting around beneath Mersault.]

คຖ໓rē ¢hค໐Ş
>Fly into the room and bring Meur back, order other rabbits to attack the dice
The Winds Of Chance
Andre: 1d20 (11)
Result: 4d4 (4, 1, 2, 3) - 4
dicemonster: 3 * 1d6 (1)

JOE
Joe continues his gunning.
The Winds Of Chance
Result: 1d20 (13) + 1d10 (10)
tilefloor intensity: 1d20 (11)

presumed mersault reaction speed: 1d20 (7)[/font][/color]
JOE
[Andre flies to grab Mersault, but as he does, a red slides under a confused Mersault and releases a gout of flame, forcing Andre back. Mersault would be hurt, but it was not an instant kill, so he is not.]
[Meanwhile, the Bunnies attack the D6 monster for the equivalent of 1 damage, and Joe lands a direct hit, blowing a solid hole through the monster that leaves two of the sides utterly illegible.]

Joe will continue shooting until the d6 is definitely dead.
ImDead1ns1de
Meursault also stabs the monster, angry at being cooked.
คຖ໓rē ¢hค໐Ş
>Castle Meur to defend him against fire (and against himself, perhaps)
The Winds Of Chance
Result: 1d20 (2) + 1d10 (3)

JOE
...reroll.
The Winds Of Chance
Result: 1d20 (19) + 1d10 (5)
mersault: 1d20 (2)

Andre Getting In Mersault's Way: 1d20 (1)
dicemonster (5 and 2 are invalid): 3 * 1d6 (6)[/font][/color]
bnnuy: 4d4 (1, 4, 2, 1) - 4[/font][/color]
tilefloor: 1d20 (9)[/font][/color]
JOE
[Joe shoots the Dicemonster again, blowing off the 4 side, as it rolls and lands on a 6 again. pink bottles shoot out of the wall-slits and shatter on the floor, releasing a purplish gas.]
[Meanwhile, Andre traps Mersault in a castle forcefield, not that Mersault would have accomplished anything otherwise; and the tilefloor blows two bunnies into the ceiling with a gust of wind, dealing 1 damage to each.]

ImDead1ns1de
Meursault crabs around and asks Andre to let him out.
คຖ໓rē ¢hค໐Ş
>Shoot the dice, keep distance
JOE
Joe continues, though keeping an eye on the gas and ready to hold his breath.
The Winds Of Chance
Result: 1d20 (16) + 1d10 (8)
Result: 1d20 (2)
Result: 2d4 (1, 3) - 2
452invalid: 3 * 1d6 (4)

tilefloor: 1d20 (13)[/font][/color]
JOE
[Joe shoots off the 6 side, and the die ends up landing ruined-4-side up, to no effect. Meanwhile, Andre shoots at the die, backing away from it... and flying into a cloud of the gas behind him, missing for good measure. one bunny hops into the gas and falls asleep, and another gets electrocuted by the tilefloor.]
คຖ໓rē ¢hค໐Ş
>Go away from gas cloud
The Winds Of Chance
just keep shooting gun.: 1d20 (8) + 1d10 (8)
andre: 1d18 (10)

ImDead1ns1de
Meursault continues to crab around and offers the dice monster salt since he can't do anything.
The Winds Of Chance
only1and3: 3 * 1d6 (6)
mersault: 1d20 (16)
tilefloor: 1d20 (17)

JOE
[Joe shoots the die again, blowing off the 3 side. It is now incapable of any kind of success.]
[Meanwhile, Andre flies out of the cloud- but the tilefloor releases a burst of wind that sends it back to him anyway! Andre is feeling somewhat drowsy as a result.]
[Meanerwhile, Mersault attempts to befriend the dice monster by offering it salt! It attempts to reply coherently, but that would be a successful action on its part, so it cannot. Instead, it says "alsalknteyiomdsismaioofooodm caioreny9uoguiiing t2owwtwo benjtttwitwingames .foffo chamgceasioh?"]

ImDead1ns1de
Meursault crabs...they really need a universal translator.
JOE
[would not help; the die is speaking your language, it is just doing so Really Really Badly.]
The Winds Of Chance
and with that...: 1d20 (12) + 1d10 (8)

ImDead1ns1de
Meursault crabs at Joe if he can give the dice some of his luck to help it talk?
คຖ໓rē ¢hค໐Ş
>Fly out of the cloud and shoot dice
The Winds Of Chance
andre: 1d20 (13)

JOE
[Between Joe and Andre, the die is now incapable of anything including failure, and also, dead.]
[Andre is still somewhat drowsy.]

"Give the dice some of luck? Why the heck would I give something so precious to a monster enemy thing?"
"Even if it wasn't probably dead now, I mean."
คຖ໓rē ¢hค໐Ş
>Try to filter poison, concentrate it into small part of slime and spit it out
The Winds Of Chance
Result: 1d20 (16)

ImDead1ns1de
Meursault shrugs. Maybe the dice was able to be convinced against murder. Its too late to see now.
JOE
[Andre swaps 1 HP for a lack of drowsiness.]
คຖ໓rē ¢hค໐Ş
>Put Castle away and tells: "Let me make bunnies scout before entering the room with possible traps, ok Meur? Or do not enter it - just shoot!"
JOE
"I don't think Meursault has a gun to shoot with. he probably felt left out."
คຖ໓rē ¢hค໐Ş
"I meant, if people who have guns can shoot danger from outside the room - do not rush inside". - shrugs
ImDead1ns1de
Meursault crabs that perhaps one day he will get a salt gun.
JOE
"to be clear, I totally agree tactically. No point in walking into danger."
Joe holds his breath, then wind-guns the sleep gas clouds to disperse them.
The Winds Of Chance
Result: 1d20 (14) + 1d10 (8)

JOE
[he succeeds without issue.]
คຖ໓rē ¢hค໐Ş
"Do you think tiles still dangerous? I could fly you both through the room".
ImDead1ns1de
Meursault leaves to get his backpack, petting the bunny inside.
คຖ໓rē ¢hค໐Ş
>Start spawining new bunnies
JOE
"I can make a rock path if necessary, but it doesn't really look like the room leads anywhere?"
ImDead1ns1de
Meursault attempts to investigate the room for secrettttssssss.
The Winds Of Chance
Result: 1d20 (14)

JOE
[The roulette machine, rather than a slot for coins, has a gaping hole where one would be and a ritual dagger where the other would.]
[The holes in the wall are too small to fit through, and curve to conceal any contents. The colored tiles are slowing down now that the d6 is dead.]

ImDead1ns1de
Meursault puts his crab knife into the ritual dagger slot.
JOE
[it is not a slot for a ritual dagger. it is a whole ritual dagger. dark red.]

(gtg)
ImDead1ns1de
Meursault wanders over to the dagger and tries to see if it has any cool symbols on it.
คຖ໓rē ¢hค໐Ş
>Take small enough piece of broken d6 and put it into the slot gaping hole
The Winds Of Chance
quality assessment: 1d20 (9)
roulette: 1d21 (7) - 11

JOE
[It has various cool-looking symbols, but not with the regularities of an alphabet.]
[the Roulette dings and spins around for a few seconds, but eventually lands on one of the, apparently, losing colors.]

ImDead1ns1de
Meursault grabs tries to pry the ritual knife out with his own knife, without directly touching it.
JOE
[the ritual knife flops out easily. It is attached to the machine on a string, however.]
ImDead1ns1de
Meursault attempts to saw at the string until it breaks.
The Winds Of Chance
Result: 1d20 (6)

คຖ໓rē ¢hค໐Ş
>Shoot into gaping hole
JOE
[It does not work.]
The Winds Of Chance
quality assessment: 1d40 (19) - 20

JOE
[The machine does not ding at the offering of bullets.]
คຖ໓rē ¢hค໐Ş
"Hmm, its interesting... Should we waste our time there?" - take knife from Meur and put it inside the hole, if the length of string is enough
JOE
"I see no reason to waste our time here."
[the string is not long enough.]
ImDead1ns1de
Meursault uses the tried and true method of salt and pours some into the hole.
คຖ໓rē ¢hค໐Ş
>Use knife to peel some fur-slime from his hand into the hole at last. And goes away from the room.
The Winds Of Chance
quality assessment.: 1d30 (25) - 10
Andre quality assessment: 1d20 (6)

roulettesalt: 1d21 (4) - 11[/font][/color]
คຖ໓rē ¢hค໐Ş
>Slowly float closer to the enter of other room
The Winds Of Chance
roulettandre: 1d21 (19) - 11
AndreXPloss: 1d20 (3)

JOE
[Andre loses 1 HP from the ritual sacrifice. Due to being over level 10 without a Capstone, he also loses 1 XP.]
[The machine accepts both Salt and Life Force, but the salt ends up losing the roulette. Andre, on the other hand, wins the roulette; it dispenses a healing potion worth 1 HP, and a stack of 6 violet coins.]

คຖ໓rē ¢hค໐Ş
>Looks into other room, without entering it.
>Tells to other: "So, any ideas what this room can do?"
JOE
[In the next room is a golden figure with feathered wings, a scale in one hand and a sword in the other. The room is made of white marble, and the figure is on a raised podium.]
"I think it might involve judgements of some kind."
ImDead1ns1de
Meursault wanders into the room and puts some salt on the scale.
คຖ໓rē ¢hค໐Ş
>Stop him from entering!
The Winds Of Chance
Mersault Enter: 1d20 (9)
Andre Stop: 1d20 (16)

คຖ໓rē ¢hค໐Ş
"Wait a minute! What if this is a trap?" - let bunny scout
JOE
[Mersault is unable to enter on account of Andre stopping him, either with the castle or grabbing.]
คຖ໓rē ¢hค໐Ş
(I just pulled him back a little)
JOE
(gtg)
ImDead1ns1de
(gtg too)
The Winds Of Chance
which bnnuy: 1d6 (1)

JOE
[The golden figure lifts up the bunny and places it upon the scales. The scales tip slightly, so the figure decapitates the bunny with a swing of its blade.]
คຖ໓rē ¢hค໐Ş
>Create small castle on the scales
JOE
[Castle-shaped forcefield, which has no weight, created. The scales do not tip.]
คຖ໓rē ¢hค໐Ş
>Try to move it down, if possible
JOE
[Not something the ability can do.]
คຖ໓rē ¢hค໐Ş
>Castle the figure. Tell: "So, let's enter?"
JOE
Joe shrugs. "is mersault awake? We wouldn't want him to have to cross the room while we're distracted."
คຖ໓rē ¢hค໐Ş
>Poke Meur
"I don't think so... Roulette?"
JOE
"What about it?"
คຖ໓rē ¢hค໐Ş
"I would spend time using it, while Meur asleep"
JOE
"I figured we would just kill this monster thing."
คຖ໓rē ¢hค໐Ş
"I can uncastle it and you shoot? But we still need to wait for Meur, before moving".
JOE
Joe swaps Luck Siphon to the monster.
"Eh, if there's no monster we can just carry him."
คຖ໓rē ¢hค໐Ş
"I am afraid this statue is dangerous and the moment we enter the room bad stuff happen. I can carry Meur, but it would be dangerous for him..." - put castle on Meur.
JOE
"no, I mean. After we kill the monster, we can carry Mersault."
คຖ໓rē ¢hค໐Ş
"I would be less maneuverable. Meur may get under attack..." - thinking for a bit
>Castle the figure again and let bunny scout. See what would happen
JOE
[Nothing happens. The bunny just... hops around.]
คຖ໓rē ¢hค໐Ş
>Enter after it
The Winds Of Chance
Result: 1d20 (17)

JOE
[The statue does not react to Andre, either.]
The Winds Of Chance
perception.: 1d20 (9) + 1d10 (2)

JOE
reroll.
The Winds Of Chance
Result: 1d20 (20) + 1d10 (1)

JOE
"...It's looking right at me."
คຖ໓rē ¢hค໐Ş
"Let's hope it would not try to break the castle..." - check if there is other exit from the room
JOE
[behind the pedestal the figure is standing on, there is an arch-doorway-thing leading to the rainbow room. The density of monsters is substantially lower than during the original exploration, but not the variety- it still contains Giant Peppers, Moths, Automatons, (a few) Crabs, Bells, Fish in floating balls of water, and Cyclopses.]

Joe is still outside the figure's room, eyeing it suspiciously.
คຖ໓rē ¢hค໐Ş
>Order bunnies to go inside Rainbow room and attack, if there are hostiles
The Winds Of Chance
various monsters: 6d10 (8, 6, 7, 6, 2, 2) + 1d5 (2)

JOE
[The bunnies enter the room. Suffice it to say they are quickly destroyed.]
[after a moment of bunny-killing, the monsters turn as one towards the door andre is watching from and charge.]

The Winds Of Chance
Charging Monsters: 6d10 (3, 9, 6, 7, 3, 10) + 1d5 (5)

JOE
Joe cannot see this, as the pedestal thing is in the way. But can he hear it?
The Winds Of Chance
Result: 1d20 (16) + 1d10 (10)

คຖ໓rē ¢hค໐Ş
>Fly out of the room and castle entrance to stop monsters
The Winds Of Chance
Andre flight speed: 1d20 (12)

JOE
[I think we can safely assume that is a yes.]
[Andre creates a castle barrier. The Bells attacks are undaunted by this, but Andre flies away fast enough to escape those-alone-specifically. The other monsters begin forcing their way through the barrier, which lacks the raw power to hold up to so many.]


Joe shoots his Freeze gun at a wall to make it freeze to make a mirror so he can see what's going on so he can Siphon Luck whatever it is.
The Winds Of Chance
mirror: 1d20 (19) + 1d10 (10)

คຖ໓rē ¢hค໐Ş
>Fly out of the room and be ready to change castle. Tell: "Monsters ahead!"
JOE
He applies Siphon Luck.
"Yeah, I heard."
คຖ໓rē ¢hค໐Ş
"Prepare to shoot!" - drop the castle and be ready to shoot. Start spawning new bunnies for attack
JOE
[Joe applies Siphon Luck!... To the bells! The group is not one 'Target'.]
Well, whatever. He starts blasting.
The Winds Of Chance
Result: 1d20 (5) + 1d10 (7)

JOE
reroll.
The Winds Of Chance
Result: 1d20 (16) + 1d10 (6)
AndreShot: 1d20 (14)

the first d10 is the bells: 6d10 (4, 9, 5, 6, 1, 4) + 1d5 (3)[/font][/color]
JOE
[Joe (and to a lesser extent, Andre) begins cutting into the swarm, but they have the numbers to charge forwards anyway. Joe has his shield-pendant, but Andre takes 1 damage.]
The Winds Of Chance
xp: 1d20 (1)

JOE
[Andre loses 1 XP as a result. As well, the healing-liquid that is Andre heals the monster that inflicted the hit, slightly reducing the effectiveness of Joes contribution.]

The Winds Of Chance
Result: 1d20 (13) + 1d10 (2)

JOE
reroll.
The Winds Of Chance
Result: 1d20 (12) + 1d10 (5)

JOE
...reroll.
The Winds Of Chance
Result: 1d20 (1) + 1d10 (8)
Result: 1d20 (16) + 1d10 (5)
Result: 1d10 (5) + 5d8 (7, 6, 4, 6, 5) + 1d5 (4)

คຖ໓rē ¢hค໐Ş
>Castle the biggest group of monsters to make it easier too deal with others
The Winds Of Chance
isolate: 1d20 (11)

Joetactics: 1d20 (16) + 1d10 (10)[/font][/color]
JOE
Joe swaps Siphon Luck to Andre. "-Use your object-fusing thing to merge the floor ahead of us with some of the lava. I'll make sure it doesn't apocalypse."
[The monsters do another 1 damage to Andre, in spite of a few being isolated.]
คຖ໓rē ¢hค໐Ş
[Fuse: floor ahead + lava]
The Winds Of Chance
xp: 1d20 (7)

JOE
[Andre does not lose XP in the process.]
The Winds Of Chance
wondercraft: 1d20 (8) + 4 - 1d7 (4)

JOE
reroll.
The Winds Of Chance
Result: 1d20 (9) + 4 - 1d7 (6)

JOE
reroll.
The Winds Of Chance
Result: 1d20 (20) + 4 - 1d7 (6)

คຖ໓rē ¢hค໐Ş
>Castle us all after, in case it create some really hot air and hurt
JOE
[Joe loses a total of 3 Rerolls making the wondercraft work(one for the +7-or-more to final outcome), but work it does; the floor ahead turns into lava, more or less instantly killing or at least trapping in place those of the enemies which do not fly, leaving the Moths, Bells, and Fish-in-floating-balls-of-water.]
Joe swaps siphon luck back to the bells and gets to cleanup. First finish the rest, then freeze the lava again for walking purposes.Castle.
The Winds Of Chance
gunn: 1d20 (6) + 1d10 (3)

JOE
reroll.
The Winds Of Chance
Result: 1d20 (11) + 1d10 (6)
Result: 1d10 (5) + 2d8 (5, 2)
who gets belled(1 joe): 1d2 (1)

xp: 1d20 (10)[/font][/color]
คຖ໓rē ¢hค໐Ş
"I am a little bit afraid of hot air and fumes from lava... Bad possibility..."
JOE
[Due to the Castle, Joe cannot shoot the remaining enemies. But the bells can still ring, dealing 1 damage to Joe- though he does not lose XP.]
คຖ໓rē ¢hค໐Ş
"Joe, what happens?" - oblivious to bells power
JOE
"The bells have sound attacks. Turn off the castle so I can kill them."
The Winds Of Chance
bells: 1d10 (4)

คຖ໓rē ¢hค໐Ş
>Castle Meur and cover my ears
The Winds Of Chance
okay now kill: 1d20 (16) + 1d10 (4)

JOE
[Joe cleans up the remaining enemies; fortunately, the bells did not manage to ring again before the castle dropped.]
Now to unlava the floor. Freeze mode gunning time.
"I'm still suspicious about the winged swordsperson thingy."
คຖ໓rē ¢hค໐Ş
"Let's hope doesn't explode or something..." - castle the figure again
JOE
"...the floor or the figure?"
คຖ໓rē ¢hค໐Ş
"It didn't react, while being castled. Floor. Ice may explode in contact with hot object, but your gun probably freeze things first".
"Should I try to fuse with something and get rid of it?"
JOE
"It doesn't shoot ice, it shoots coldness."
"-Making you succeed at fusing is expensive. I'd rather solve it mundanely."
คຖ໓rē ¢hค໐Ş
"Like shooting it? Or just leave it in the castle?"
JOE
"oooh you meant fusing the statue... fusing it might be worth it. Tough to judge how dangerous it is."
คຖ໓rē ¢hค໐Ş
"Hmm, bunnies... They listen to me, so maybe this thing also would after fusion? It would be cool, I guess."
The Winds Of Chance
danger assessment: 1d20 (15) + 1d10 (2)

คຖ໓rē ¢hค໐Ş
"Or I can try to fuse part of it with something to damage it..."
JOE
[Joe gets the feeling the figure (not a statue) is quite dangerous.]
The Winds Of Chance
strategy decision.: 1d20 (1) + 1d10 (10)

JOE
reroll.
The Winds Of Chance
Result: 1d20 (11) + 1d10 (6)

JOE
Joe turns around and heads back to the gambling room.
คຖ໓rē ¢hค໐Ş
>Take Meur and go after him: "What do you want to do?"
JOE
"Want to replenish some luck before anything with the figure. Might as well gamble in the meantime."
คຖ໓rē ¢hค໐Ş
"How about trying to sacrifice bunnies?"
JOE
Joe nods, picks up one of the bunnies, and throws it in the hole.
The Winds Of Chance
Quality Assessment: 1d25 (1) - 5 + 1d10 (7)

คຖ໓rē ¢hค໐Ş
"I would try it my way next..."
The Winds Of Chance
Result: 1d21 (13) - 11 + 1d10 (10)

JOE
[Joe wins the roulette. the bunny pops back out, with a stack of 3 green coins.]
"Your way being...what?"
คຖ໓rē ¢hค໐Ş
"There is a ritual dagger... So what would happen, if it used on bunny before trying to put in a hole?"
JOE
Joe picks up the bunny again, stabs it with the ritual dagger, and throws its corpse into the hole.
The Winds Of Chance
Result: 1d25 (1) - 5 + 1d10 (7)
Result: 1d21 (10) - 11 + 1d10 (10)

คຖ໓rē ¢hค໐Ş
(It was literally the same roll somehow)
"Hmm, what if someone jump into the hole? Would it be suicide?"
JOE
[Another stack of 3 Green Coins is dispensed, but this time instead of dispensing the same rabbit, it dispenses a 1 HP health potion.]
คຖ໓rē ¢hค໐Ş
>Takes potion and inspects it
JOE
"I suggest not jumping in the hole to test."
The Winds Of Chance
SomethingInteresting?: 1d20 (18)

JOE
[The potion is in a plastic bottle. The liquid is green, not the red you might otherwise expect.]
คຖ໓rē ¢hค໐Ş
"These coins are also green. Meur got what? Purple?"
JOE
"I'd call them magenta, purple has a partial blue hue."
คຖ໓rē ¢hค໐Ş
"Do you think putting Castle in a hole would count?"
JOE
"-or, well, more blue then red, rather."
"...your castles are forcefields, not objects, right?"
คຖ໓rē ¢hค໐Ş
"What the difference?"
JOE
"Well, for one thing, I can push an object, but I can only either walk through or dispel- well, overload- a forcefield."
"For another, a forcefield has no existence independent of the projector."
คຖ໓rē ¢hค໐Ş
"Matter is just really condensed energy." - rubbing his chin - "And is is a castle. Even if it made of weird things..."
JOE
"well, my guess would be no."
คຖ໓rē ¢hค໐Ş
>Try to summon Castle inside a hole
The Winds Of Chance
QuaAsse: 1d1000 (862) - 980

JOE
[The machine does not accept the castle.]
คຖ໓rē ¢hค໐Ş
"Checked!'
JOE
Joe rolls to resist the urge to steal Mersault's stuff for gambling.
The Winds Of Chance
Result: 1d20 (12) + 1d10 (7)

คຖ໓rē ¢hค໐Ş
>Put dull rod inside the hole
JOE
[Truly, less fortunate men would falter before this temptation. but Joe does not.]
The Winds Of Chance
Quality assessment: 1d24 (16) - 4
Result: 1d21 (18) - 11

JOE
[The Machine dings. Shortly, Andre wins on the roulette, getting 12 red coins.]
คຖ໓rē ¢hค໐Ş
"This time red ones..." - taste on of the coins
The Winds Of Chance
Result: 1d20 (17)

JOE
[It tastes warm, nearly hot, and also slightly metallic.]
คຖ໓rē ¢hค໐Ş
"Weird taste... Wanna try green one?"
JOE
"Nope." Joe picks up the green coins and tosses them down the hole.
The Winds Of Chance
Result: 1d21 (21) - 11 + 1d10 (5)

คຖ໓rē ¢hค໐Ş
>Taste magenta coin from Meur and put it back
JOE
[twice as many green coins pop back out.]
The Winds Of Chance
flavor: 1d20 (4)

JOE
[Besides the slight metallic taste, Andre does not notice anything notable about the violet coins flavor.]
คຖ໓rē ¢hค໐Ş
"Nothing."
JOE
Joe throws the 12 green coins back in.
The Winds Of Chance
Result: 1d21 (16) - 11 + 1d10 (10)

คຖ໓rē ¢hค໐Ş
"Can you out lava from you gun inside?"
JOE
Joe pockets the resulting 24. "Maybe? But I think I've waited long enough now, let's deal with the winged being." He re-checks Siphon Luck is on Andre, and continues "You've got permission to fuse it with... let's see... This rock." (Joe breaks a chunk of cooled lava off one of the solidified-debris-trails.)
คຖ໓rē ¢hค໐Ş
"Maybe loyal bunny better?" - takes the rock
ImDead1ns1de
Meursault wakes up and crabs around. Are they gambling?
JOE
"I can see more ways for the latter to go wrong."
คຖ໓rē ¢hค໐Ş
Shrugs and spans
[Fuse: winged figure + rock]
The Winds Of Chance
Winged Figure Reacts: 1d20 (12)
Andre act first.: 1d20 (12)
Wondercraft: 1d20 (13) + 4 - 1d7 (4)

JOE
reroll.
The Winds Of Chance
Result: 1d20 (12) + 4 - 1d7 (2)

JOE
...reroll.
The Winds Of Chance
Result: 1d20 (18) + 4 - 1d7 (3)

JOE
[Right before the figure can swing its sword at Andre, it instead becomes a small golden rock. The small golden rock vibrates angrily at the party.]
คຖ໓rē ¢hค໐Ş
>Give rock to ghost-moth as souvenir
ImDead1ns1de
Meursault attempts to offer salt to the rock.
The Winds Of Chance
Result: 1d20 (5) + 1

JOE
[the Rock vibrates even angrierly.]
ImDead1ns1de
Meursault pets the rock.
คຖ໓rē ¢hค໐Ş
"We can gamble it later or use in other way". - shrugs - "Hands off! This is my rock now. 😛 "
JOE
"We cleared out the next room while you were asleep, it was the rainbow room with the 7 enemies- fewer crabs than the others, for some reason."
ImDead1ns1de
Meursault crabs and asks if any new loot was found.
JOE
"We didn't actually go into the rainbow room so... only from gambling."
คຖ໓rē ¢hค໐Ş
>Let rabbit scout Rainbow room first
ImDead1ns1de
Meursault attempts to gamble with....sugar.
JOE
[the Rabbit scouts into the room. Nothing happens to the rabbit; all the monsters already charged at the party.]

The Winds Of Chance
qualityassessment: 1d30 (12) - 10
Result: 1d21 (16) - 11

JOE
[Mersault wins his sugar back and 2 green coins.]
คຖ໓rē ¢hค໐Ş
>Enter the Rainbow room
ImDead1ns1de
Meursault cheers and puts more sugar in.
The Winds Of Chance
qualityassessment: 1d33 (16) - 13
Result: 1d21 (6) - 11

JOE
[this time, Mersault loses the gamble.]
[Andre walks into the rainbow room. It is an empty circular room with a rainbow spiral floor pattern, a white pillar in the center, and an exit on the other side.]

คຖ໓rē ¢hค໐Ş
>Look into other room from distance. Order one rabbit to go in the room first.
JOE
[The rabbit finds the air near the room is very cold, and would not like to get closer.]
ImDead1ns1de
Meursault tosses salt into the room.
คຖ໓rē ¢hค໐Ş
>Tells: "Cold room ahead. Do you think lava-gun can deal with it? Although, it could explode... Maybe fusion?"
JOE
"Mere temperature differentials don't justify the luck cost for safe fusion; I proposed it last time because the figure seemed very suspicious and hard to predict."
คຖ໓rē ¢hค໐Ş
"Well, this room may suck out heat or something." - push the rabbit inside
JOE
[At around this point, the white pillar in the center of the room unfurls, revealing a creature with four white wings, two willowy arms that end in brushes, a thin black torso, and a face in seven colors.]
คຖ໓rē ¢hค໐Ş
>Castle it immediately!
The Winds Of Chance
castle speed: 1d20 (13)

ImDead1ns1de
Meursault offers the second angel thing salt.
The Winds Of Chance
Painter Response: 1d20 (15)

salt: 1d20 (18)[/font][/color]
JOE
Joe swaps his Siphon to the painter thing. He'd shoot it, but castle.
คຖ໓rē ¢hค໐Ş
"Shoot it with lava! It's going to be on castle and fall down later!"
JOE
[The Painter draws an orange arc with one brush, which flares as a blindingly bright flash through the semi-translucent castle.]
[Mersault offers it some salt. It seems vaguely interested, though not pacified.]

Joe rolls to have closed his eyes, and then to begin applying lava to the top of the Castle.
ImDead1ns1de
Meursault proceeds to expound on the many artistic and healthy properties of salt. He adds some sugar too.
The Winds Of Chance
eyes: 1d20 (16) + 1d10 (9)
apply lava: 1d20 (10) + 1d10 (9)

mer Salt: 1d20 (15)[/font][/color]
คຖ໓rē ¢hค໐Ş
>Make castle disappear to let lava fall, but reappear immediately around figure in lava.
The Winds Of Chance
andre timing: 1d20 (9)
painter response: 1d20 (15)

JOE
[Joe avoids being blinded and applies lava to the Castle. By the time Mersault can see again, the figure has written in blue 'What are the artistic benefits of salt?'; Then, when Andre drops the Castle, the words transform into a burst of wind that pushes it out of the way of the Lava and recastling.]
The Winds Of Chance
Painter Acts: 1d20 (11)

JOE
Joe shoot gun bullet kill death lava
ImDead1ns1de
Meursault crabs on about the rigid crystalline structures of salt and the way it changes based on many environments and can be hard or flexible based on certain conditions. Its everchanging nature and how its formed from poisons is very artistic.
The Winds Of Chance
Result: 1d20 (1) + 1d10 (3)

คຖ໓rē ¢hค໐Ş
>Castle himself
JOE
...reroll.
The Winds Of Chance
Result: 1d20 (16) + 1d10 (1)

คຖ໓rē ¢hค໐Ş
"Come on, Meur! We all know, that artistic benefits of salt is being salty about quests!"
The Winds Of Chance
commentary: 1d40 (1) - 20
andre selfcastling: 1d20 (9)

oh also mersault in the first place: 1d20 (6)[/font][/color]
JOE
[The figure draws 2 lines, red and indigo, which turn into a torrent of water and flames that merge into steam. Andre creates a castle to protect himself, but only blocks most of the steam, trapping some in with him.]
[It seems doubtful that these properties of salt can be used for or inherently qualify as art.]
[and also Joe shoots a hole in one of its wings.]

ImDead1ns1de
Meursault crabs angrily! Salt was quite artful in his opinion!
คຖ໓rē ¢hค໐Ş
>Make castle appear near, use it as cover. Shoot the creature and order rabbits to attack
The Winds Of Chance
totally unbiased rejoinder: 1d30 (14) - 10
Andre: 1d20 (18)
Result: 1d20 (8) + 1d10 (9)
Result: 5d4 (1, 2, 4, 4, 1) - 5

Painter: 1d20 (18)[/font][/color]
JOE
[The Painter ignores the angry crabbing of Mersault, taking a bullet to one wing and a torrent of magma to another as it sketches out an orange and blue line. the former flares like a flashbang(...minus the bang) while the latter sends it up to the ceiling in the moment where everyone is blinded.]
The Winds Of Chance
Joe notice: 1d20 (7) + 1d10 (8)

ImDead1ns1de
Meursault crabs at the Painter why its random paint strokes are considered art if salt isn't? And what about the culinary arts?
The Winds Of Chance
mersault notice: 1d20 (14)
andre notice: 1d20 (1)

คຖ໓rē ¢hค໐Ş
>Try to make rabbit appear inside the figure, if one of them dead
JOE
[although Joe(and to a marginally lesser extent, Mersault) quickly notice the Painter jumped to the ceiling, Andre has no idea where it went.]
The Winds Of Chance
mersaultargue: 1d50 (32) - 30
so joe just keeps shooting: 1d20 (17) + 1d10 (1)
Painter action.: 1d20 (10)

คຖ໓rē ¢hค໐Ş
>Hide behind the cover and observe where it went
JOE
[Joe blows a hole in another wing. The Painter continues to disregard Mersault, drawing another orange line for a flash of light before dropping to the floor.]
The Winds Of Chance
Joe keep at it: 1d20 (3) + 1d10 (2)

JOE
reroll.
The Winds Of Chance
Result: 1d20 (18) + 1d10 (8)

คຖ໓rē ¢hค໐Ş
>Throw murder bunny at figure
The Winds Of Chance
mersault see fall: 1d20 (7)

ImDead1ns1de
Meursault crabs at it harder that it can't just disregard his own definition of art to fuel its own!
JOE
[Mersault does not immediately realise it jumped back down. Though since he is not fighting it, this is not particularly relevant.]
The Winds Of Chance
painter response: 1d20 (11)
Andre toss: 1d20 (3) + 1d4 (1) - 1

คຖ໓rē ¢hค໐Ş
(Where did +1d4 came from?)
JOE
(the bunny)
The Winds Of Chance
Result: 1d3 (3)

JOE
[Joe continues to employ the advanced technique 'deadly gunshots at enemy' to remove the Painters last wings, while Andre throws the bunny at Mersault by accident. Fortunately, his crabby armor means this does not affect him.]
[The Painter, rapidly running out of body parts, tactically accepts its impending demise and selects a random target to try and take with it: Andre. It lunges towards him, drawing lines of violet and orange as it moves.]

The Winds Of Chance
mersault: 1d65 (32) - 45

JOE
[also it can and it will]
คຖ໓rē ¢hค໐Ş
>Castle myself
JOE
Joe shoots it some more.
The Winds Of Chance
block!: 1d20 (10)
Result: 1d20 (6) + 1d10 (1)

JOE
reroll.
The Winds Of Chance
Result: 1d20 (8) + 1d10 (7)
painter swiftdraw: 1d20 (11)

JOE
[Andre castles himself again! The Painter cannot, physically reach him- but is undeterred, drawing a few loops of red around the castle as streams of lava claim its brushes, then its head.]
[...and then nothing happens?]

คຖ໓rē ¢hค໐Ş
>Wait while hugging the rabbit
The Winds Of Chance
???: 1d20 (7)

คຖ໓rē ¢hค໐Ş
"Should I so something?"
JOE
"shrug.", Joe says verbally as a word. "Maybe?"
ImDead1ns1de
Meursalt crabs at the painter why its even doing this in the first place.
JOE
[the painter is too dead to answer.]
Joe comments that presumably, it was either made or recruited by the dungeon, so.
คຖ໓rē ¢hค໐Ş
"I think, these red lines are dangerous. Be careful."
ImDead1ns1de
Meursalt chucks salt at it to teach it the value of rock art.
The Winds Of Chance
Posthumous Humbling: (1d41 (18) - 1) / 2

JOE
[The Painter continues to be too dead to reply.]
ImDead1ns1de
Meursalt crabs harder. He pulls out his lightning shiv and attempts to stab it.
JOE
[Mersault easily stabs the dead corpse which is dead.]
The Winds Of Chance
???: 1d20 (2)

ImDead1ns1de
(Oh I thought it was still alive. Somehow)
คຖ໓rē ¢hค໐Ş
"Just don't eat it, please..." - still waiting inside the castle
JOE
(that wouldn't be posthumous, now would it?)
ImDead1ns1de
Meursalt snacks himself in the face when he realized the thing stopped moving a while ago.
JOE
"Hey now, don't give him any ideas."
ImDead1ns1de
Meursalt crabs that the statue is unappealing and probably tastes like paint.
The Winds Of Chance
resist the urge to suggest he might be curious about that: 1d20 (19) + 1d10 (8)

JOE
Joe does this successfully.
The Winds Of Chance
suggest a thing?: 1d20 (15) + 1d10 (5)

ImDead1ns1de
Meursalt tries to take its paintbrush.
คຖ໓rē ¢hค໐Ş
"Can you perhaps shoot these red lines with lava or something?"
JOE
"I bet there's something we can do to deal with this problem with the lines."
ImDead1ns1de
Meursalt chucks salt at the lines.
JOE
"...Maybe? I wouldn't expect that to help. aren't they fire-ish?"
The Winds Of Chance
looting: 1d20 (15)

JOE
[Mersault successfully salvages half a lava-charred paintbrush.]
The Winds Of Chance
???: 1d40 (30) - 20

JOE
[ah wait I had the probabilities backwards there.]
ImDead1ns1de
He sustains it, ready to switch it back to the bunny in his backpack if it doesn't work or the bunny starts fading away.
JOE
[supposed to be, like, 1d15+5... in which case it happens.]
JOE
[It being:]
[the red lines burst into flames, which do not matter because the castle is still in place. What Does matter is the other lines, the orange and violet; which flare into celestial and normal light and shine in two condensed beams on, and through, the castle.]

The Winds Of Chance
beam effectiveness: 1d20 (7)
does andre even get hit: 1d20 (13)

JOE
[Andre is slightly dried out for 1 damage.]
The Winds Of Chance
xp: 1d20 (20)

JOE
[no xp loss.]
คຖ໓rē ¢hค໐Ş
"Ok, let's go further?" - erases the castle
JOE
[Meanwhile, regarding the bunny: it does seem to be slowly becoming less healthy, but at such a rate that it does not need sustaining for 30 minutes.]
"Alright, everyone stand back." Joe says, pointing the lava-mode gun at the cold room.
ImDead1ns1de
(did the paintbrush get affected from being sustained or nah?)
JOE
"in case it explodes like Andre thinks it might."
The Winds Of Chance
paintbrush: 1d20 (5)

JOE
[nope.]
ImDead1ns1de
Meursalt switches sustain back to the bunny.
คຖ໓rē ¢hค໐Ş
>Step behind JOE
JOE
Joe begins shooting the cold room once Mersault is not near the door to it.
ImDead1ns1de
Meursalt leaves the room and ponders what else he can gamble with.
The Winds Of Chance
Result: 1d20 (8) + 1d10 (10)

JOE
[if there are explosions, they do not matter from this distance.]
คຖ໓rē ¢hค໐Ş
>Order bunny to check aftermath
JOE
"I think the dungeon might've gotten too big to clear on its terms in a Day." Joe comments
ImDead1ns1de
Meursalt crabs and asks if they should head back or set up camp here.
JOE
[the bunny reacts to proximity as you might expect from somewhere slightly warm but not toooo much]
คຖ໓rē ¢hค໐Ş
"So what you propose?" - enter the room. To Meur: "Maybe?"
JOE
"I'm thinking set up camp here."
ImDead1ns1de
Meursalt looks around for something to block the exit.
JOE
[The room seems like it might have previously contained snow and some kind of arrangement, but the contents have melted.]
ImDead1ns1de
Meursalt crabs and asks if anyone has any tape or glue.
คຖ໓rē ¢hค໐Ş
"I can castle exit, if needed." - go check further. Bunny first
JOE
"I have an endless supply of lava."
ImDead1ns1de
Meursalt crabs at Andre that the castle would disappear after a while.
JOE
"It would disappear in the morning, when we all wake up?"
คຖ໓rē ¢hค໐Ş
"Stasis it. Or lava." - shrugs
ImDead1ns1de
Meursalt crabs that he can stasis the lava wall instead.
JOE
[past the no-longer-cold room is the room with 3 chests where Mersault regained crabhood.]
คຖ໓rē ¢hค໐Ş
>Check chests
ImDead1ns1de
Meursalt crabs over there to check if anythings changed or if any secret rooms are more findable.
JOE
[Andre checks the chests. they are: yellow, indigo, blue.]
[Mersault does not see any obvious secret rooms, but there is a passage down to the third floor. also the glowing white circle in the floor is still there.]

คຖ໓rē ¢hค໐Ş
(There was some roll or am I wrong?)
JOE
[I mistook you as opening and not just looking at them.]
คຖ໓rē ¢hค໐Ş
>Try to open the yellow one. It has the same colour as flag before.
The Winds Of Chance
Result: 1d20 (17)

ImDead1ns1de
Meursalt crabs Andre to stop!
The Winds Of Chance
mersault stop andre: 1d20 (14)

คຖ໓rē ¢hค໐Ş
"Why?" - but its too late.
ImDead1ns1de
Electrocution!
That's why, Meursalt crabs.
The Winds Of Chance
does Andre stop its kinda borderline: 1d20 (9)

คຖ໓rē ¢hค໐Ş
(Interesting, if it even work for slime the same way as for other creatures...)
ImDead1ns1de
Meursalt attempts to stagnate Andre before the chest gets opened.
The Winds Of Chance
stagnate speed: 1d40 (32) - 20

JOE
[Mersault is too slow to fully keep Andre from getting electrocuted by the act of opening a Loot Chest, dealing 4(down from 7) damage to Andre! The Chest leaves behind a yellow Pen.]
The Winds Of Chance
xploss: 1d20 (20)

JOE
[In other news, Night is falling, and Andre does not lose XP.]
คຖ໓rē ¢hค໐Ş
(Gain XP from opening chest🤣 )
ImDead1ns1de
Meursalt crabs. Now that night's here maybe they should go back to blocking off the entrances so something doesn't wander in.
JOE
(no, that's what would happen if there was a second yellow chest and Andre opened it right after Mersault dropped the stagnate.)
คຖ໓rē ¢hค໐Ş
"Ok, this was annoying... Wait, maybe we should use coins somehow?"
ImDead1ns1de
He also switches the stagnate back to himself so Andre can naturally heal.
Meursalt crabs at Andre to ask if he'll take the pen.
JOE
Joe sets to work blocking off the entrances with lava(and then freezing it solid into rock).
คຖ໓rē ¢hค໐Ş
>Give rabbit a red coin and order it to put the coin in the keyhole of indigo chest, if its reasonable.
ImDead1ns1de
(how many entrances are there?)
The Winds Of Chance
?chestcoin?: 1d20 (18)

JOE
[2 are visible; the one the party arrived through, and the one leading to floor 3.]
[nothing immediately obviously happens, but the coin does get kinda like lodged in there.]

ImDead1ns1de
Meursalt crabs over and asks if Andre or Joe wants to open it.
JOE
[(not into the keyhole but into a gap in the chest construction)]
"I'm not going to risk taking damage. Could lose me XP."
คຖ໓rē ¢hค໐Ş
>Order bunny to open it. Coin doesn't seem to work after all.
JOE
[the bunny is not strong enough for that. or tall enough. or big enough.]
คຖ໓rē ¢hค໐Ş
>Order other bunnies to help it
JOE
[that solves only one of the 3 problems with this plan]
คຖ໓rē ¢hค໐Ş
(They can work together!)
ImDead1ns1de
Meursalt crabs, since the chest is purple would it put people to sleep?
คຖ໓rē ¢hค໐Ş
"You can try to use some stick, perhaps?"
JOE
[the chest is indigo in the 'dark blue' sense, not the 'blue-purple' sense. it can be seen on IRISmaps.]
ImDead1ns1de
Meursalt crabs at his brief colorblindness. He asks if he should attempt to open it.
คຖ໓rē ¢hค໐Ş
>Take horned rabbit and use it as a tool to open the chest without touching it
JOE
"You're probably the safest option, since you aren't level 10 yet."
The Winds Of Chance
does this kludge open the chest: 1d20 (17)
chest-conversion violence: 1d20 (1)
loot roll: 1d20 (13)

คຖ໓rē ¢hค໐Ş
(Everything is a tool in the hands of chaos!)
JOE
[The chest turns into a cloud of stagnant steam which gradually disperses, leaving behind a blue party popper with red highlights.]
คຖ໓rē ¢hค໐Ş
>Take it and put in pocket with the yellow pen
ImDead1ns1de
Meursalt crabs over to look at the party popper. Does it shoot fire?
คຖ໓rē ¢hค໐Ş
"So who wants to risk opening last one? I use it, when the last chest opened. It feels right".
ImDead1ns1de
Meursalt crabs that he can if no one else wants to.
คຖ໓rē ¢hค໐Ş
"You probably could try trick with coin and rabbit too? Try putting more coins!"
JOE
"You use what?"
คຖ໓rē ¢hค໐Ş
"Party popper".
ImDead1ns1de
Meursalt crabs and grabs a green coin, walking over to the last chest. He attempts to insert it.
The Winds Of Chance
Result: 1d20 (1)

คຖ໓rē ¢hค໐Ş
>Hide behind castle
JOE
[He cannot find anywhere on the blue chest to jam it in.]

คຖ໓rē ¢hค໐Ş
"I believe in you! 👍 " - tells from behind castle cover
ImDead1ns1de
Meursalt shrugs. The color combining trick doesn't apply here. He tries to open the chest.
The Winds Of Chance
loot: 1d20 (20)
also the mostly irrelevant damage output: 1d20 (10)

JOE
[The chest erupts into a burst of wind that throws Mersault into a wall for an irrelevant 6 damage, leaving behind a blue fan(like, a hand-fan, the kind that folds and unfolds) and bow (like the kind with arrows).]
anyway, Joe goes to sleep.
คຖ໓rē ¢hค໐Ş
>Try to paint some small star on a wall using new pen
ImDead1ns1de
Meursalt crabs over and decides to test these out later. He stagnates fortune before sleeping.
The Winds Of Chance
Result: 1d20 (6)
(andre paints first): 1d20 (19)

JOE
[The yellow star falls off the wall, becoming a solid albeit 2d yellow star.]
คຖ໓rē ¢hค໐Ş
>Sit near the wall: "Do you think fusing conceptual tools with my body is a good idea? More functions, better use for me on a bad day?" - takes star and looks at it.
ImDead1ns1de
Meursalt wakes up for a brief moment to tell Andre yes, that is a very bad idea.
And also that he really shouldn't chaos around when he and Joe are going to sleep.
คຖ໓rē ¢hค໐Ş
"Well, maybe later JOE could use his luck to try it." - shrugs and give star to ghost moth. - "Day ended. Promise kept." - castle and prepare to sleep
The Winds Of Chance
resist the sudden urge to forcibly sleep andre just in case: 1d20 (1) + 1d10 (8)

ImDead1ns1de
Meursalt goes back to sleep, unaware of this.
JOE
Joe, still awake since he doesn't actually fully fall asleep that fast, attempts to stealthily position himself to sleepgun Andre after waiting long enough for it to not be weird for Andre to have fallen asleep (with the amount of time he waits being determined randomly).
The Winds Of Chance
stealth: 1d20 (8) + 1d10 (5)

JOE
reroll.
The Winds Of Chance
Result: 1d20 (4) + 1d10 (7)

JOE
reroll.
The Winds Of Chance
Result: 1d20 (11) + 1d10 (7)
accurate wait time.: 1d20 (19) + 1d10 (1)

JOE
also he puts Siphon Luck on Andre in case of a perception roll.
คຖ໓rē ¢hค໐Ş
>Andre took a nap in the castle
The Winds Of Chance
roll for the sleepjectile to not be something semitransparent forcefields can block: 1d20 (14) + 1d10 (1)

JOE
reroll.
The Winds Of Chance
Result: 1d20 (16) + 1d10 (10)

คຖ໓rē ¢hค໐Ş
(Not sure, if it depends on luck)
JOE
[the nature of the sleepjectile has been totally ambiguous to this point iirc; I have been imagining it as having no visible or physical analogue but still being occluded by material walls, more like an effect 'things in the line the gun points to go are hit by sleep powers' than an energy/gas/liquid/bullet/etc.]
[My inclination would in the first place be for it to go through the castle, but the ambiguity Is there, so I rolled for it.]
[a completely fair and unbiased roll]

คຖ໓rē ¢hค໐Ş
(So can it shoot through transparent walls?)
JOE
[I also am generally a bit harsher on Joes rolls in an attempt to avoid bias towards myself. Assuming I am not currently being very biased, rolls over 10 would probably be enough for some other person to get the same outcome, but I try to avoid leaving such ambiguities and spent rerolls accordingly.]
คຖ໓rē ¢hค໐Ş
"Also, should I promise not to use chaos for night too?" - suddenly turns over to the other side.
JOE
[Ambiguous. Forcefields? yes, apparently. a wall made of glass? unknown.]
"I think that would be a good idea."
คຖ໓rē ¢hค໐Ş
"Also, before I forgot!" - use party popper
JOE
[my inclination is that the odds of a glass wall blocking it are something like 50-50 before further observation.]
[the party popper emits a cloud of steam and mist with a pop.]
[congratulations: now Andre can sleep Moistly.]

คຖ໓rē ¢hค໐Ş
"Ok, I promise not to use chaos or fusion at night without consulting you or Meur on this matter and receiving a green light. Does it sound alright?" - float into the air and plan to sleep suspended like this.
JOE
Joe nods, then realises Andre cannot see him. "Yep. Quite sensible."
Joe rolls to decide to not sleepgun Andre since he promised this.
The Winds Of Chance
Result: 1d20 (17) + 1d10 (5)

JOE
[okay fiiine]
คຖ໓rē ¢hค໐Ş
"How many 'rerolls' do you have?"
The Winds Of Chance
wait what if dungeon eavesdropping: 1d20 (1) + 1d10 (8)

JOE
Joe does not consider the dungeon might be listening.
"...I don't know. I can feel it when I gain them and when I lose them, and I suppose if I fully ran out I'd know because I'd try and fail, but I don't have solid introspective access to the specifics."
"'s why I try to make sure I have enough on a per-day basis, just in case."
คຖ໓rē ¢hค໐Ş
"Huh, that's a shame... What would you want in exchange to helping integrate this pen into my talons? I need to know the price, if I think about trying it".
JOE
"Hm... I think the most-eh, main- valuable thing you have to offer me- since I don't want chaosusage, which is your most potent thing- is just, not causing more apocalypses. So if you want one-and-done actions, another point into your per-day-not-risky ability instead of the... chaoswish and such; less-one-and-done, a commitment to not use chaos."
คຖ໓rē ¢hค໐Ş
"You confused me a little bit here..." - turns to face JOE more fully
JOE
"...We can talk about it more in the morning."
คຖ໓rē ¢hค໐Ş
"Perhaps. My mind is a bit tired. However, I've got an idea. If I would have more interesting things to do, other than using chaos, than it less likely to happen, if I am in poor state of mind." - trying to paint butterfly on air
"Also, did you think about buying capstone?"
คຖ໓rē ¢hค໐Ş
>Woke up. Float towards Meur and whisper: "Are you sleeping, Meur?"
ImDead1ns1de
Meursault rolls around a little and crabs awake.
คຖ໓rē ¢hค໐Ş
"Do you have plans about capstones?"
ImDead1ns1de
Meursault shrugs, he hasn't thought about capstones much.
คຖ໓rē ¢hค໐Ş
"Because they might be useful pretty soon. And I am starting to think about buying one..."
ImDead1ns1de
Meursault crabs Andre if he's planning on getting a specific capstone.
คຖ໓rē ¢hค໐Ş
"Well, firstly I need to get into store and see, if something changed. I am planning on asking entity inside the store about all options to make a decision."
ImDead1ns1de
Meursault nods at this since the store keeps updating.
คຖ໓rē ¢hค໐Ş
"Heh, you could go the full tank with reinforced one..."
ImDead1ns1de
Meursault ponders this. Tripling his hp would make him quite tanky but that's partially covered already. He would probably go for something that gives more versatility.
คຖ໓rē ¢hค໐Ş
"Do you think its possible to use your concept to stop XP depleting from wounds?"
ImDead1ns1de
Meursault shrugs. Maybe if he got a specific ability related to complete damage nullification to stop exp loss in the first place, or something that restores lost levels/xp then it could be possible.
However, xp manipulation is serious business!
คຖ໓rē ¢hค໐Ş
"Doesn't stasis work like 'target anything you can define'? Just target your own XP in case of danger. Yeah, it would probably stop growing too, but not going to be lost because of damage."
ImDead1ns1de
Meursault considers the idea. It could work, but is it worth the risk of random things breaking because the xp bar was not meant to be frozen?
คຖ໓rē ¢hค໐Ş
"What do you mean 'was not meant to be frozen'? We have capstones, which literaly prevent XP from going down. Not full freeze, but still - function is there... What else can you sustain or stasis actually?"
ImDead1ns1de
Meursault crabs that he attempted to sustain reality once, and that nothing really happened. He also crabs that capstones stabilize xp storage and stop things from leaking, which isn't quite the same as stasis maybe?
JOE
[remember that Sustain Target is not the same ability as Impose Stasis. Sustain Target works on 'Targets', Impose Stasis works on 'anything you can define'- the latter is far broader!]
คຖ໓rē ¢hค໐Ş
"Hmm... Stasis just stop things in time? Makes them unmoving? Can you target part of the object?"
ImDead1ns1de
Meursault grabs a piece of paper and attempts to stasis a center section of it. This might take a while due to him having sustained two other targets.
The Winds Of Chance
Result: 1d20 (2)
Result: 1d20 (16)
Result: 1d20 (17)
Result: 1d20 (15)
Result: 1d20 (9)
Result: 1d20 (17)
Result: 1d20 (20)

คຖ໓rē ¢hค໐Ş
👀
JOE
[Mersault is right that 'stabilizes your XP storage' is not the same thing as stasis; though that does not necessarily mean the XP storage cannot be stasised.]
[the entire piece of paper enters stasis.]

ImDead1ns1de
Meursault frowns. He unstasises it and draws a circle on the paper. He then attempts to stasis just the circle section for however long that takes.
The Winds Of Chance
Result: 1d20 (14)
i: 2d20 (19, 18)

คຖ໓rē ¢hค໐Ş
"Meur, can you try something more exoteric? Like, temperature is just vibrations of particles material made of. So if you can stasis this separately, you probably could froze the object and make it impossible to heat up. However, I may be wrong. Perhaps it can only stop the whole thing".
The Winds Of Chance
degree of precision: 1d20 (3)

JOE
[The 'circle'- that is, the colored region- enters stasis. the uncolored paper encircled by it does not.]
ImDead1ns1de
Meursault uses the remaining unstasised paper to test if the circle paper is razor sharp.
คຖ໓rē ¢hค໐Ş
"This looks weird... It did not detached, right? So electromagnetism still working on keeping it together..." - whispers and looks at paper
JOE
[The Circle is immobile, and takes up exactly as much space as it normally would with the same shape as it was in before being put into stasis. So... as sharp as a piece of paper, which as far as I know is a bit less sharp than a razor.(but without the part where normally it would bend)]

คຖ໓rē ¢hค໐Ş
"Is it infinitely solid now? Its probably sharp, because even soft piece of paper can cut hands. Or even wood and metal, if conditions are right".
"Meur, do you have water or something?"
ImDead1ns1de
Meursault unstasises that. He doesn't have any water on hand but if they used Joe's freeze gun....
คຖ໓rē ¢hค໐Ş
"No need. I can just use my saliva" - paint some container using yellow pen.
JOE
(what do you mean by 'paint some container'?)
คຖ໓rē ¢hค໐Ş
(Yellow pen can create constructs when used. So I rolled a piece of paper into a cone and colored its part. The result is a small cone shape.)
"Ok, Meur, listen... As far as I know temperature is just the sum of the movements of particles of matter. So if you can stasis these movements, make them unchangeable, this water should become really weird. And if system cannot take in heat from other objects, while in this state it is: A) always going to be cold and energy just disappears on contact; B) It cannot transfer energy in form of heat. It can remain liquid, but become superfluid due to the absence of random vibrations... Anyway, let's check this out?"
ImDead1ns1de
Meursault decides that breaking physics will definitely not have consequences on their health and attempts to stasis the temperature of the Andre saliva.
The Winds Of Chance
i: 2d20 (12, 13)
i: 2d20 (20, 6)

JOE
[The ability takes hold, to no obvious effect.]
คຖ໓rē ¢hค໐Ş
>Paint some line and use it to touch saliva inside the cone
JOE
[The line electrocutes(electrifies?) the saliva.]

ImDead1ns1de
Meursault asks Andre to draw a thermometer to see how it would interact with the temperature stasised saliva.
คຖ໓rē ¢hค໐Ş
>Is it still fluid? Is it cold?
JOE
[It is still fluid. It is the same temperature as your saliva, which means at the same temperature as your body.]
คຖ໓rē ¢hค໐Ş
"Ok, its not cold. Still fluid. Try to put sault inside of it".
JOE
(gtg)
ImDead1ns1de
Meursault salt sprinkles the saliva.
คຖ໓rē ¢hค໐Ş
"It either dissovles, or not. I feel it should not, because molecular movements should have been stopped and they play a big role in the process. Too bad we cannot really check for sure, if you stopped right thing".
ImDead1ns1de
Meursault crabs that a thermometer and a heat/cold source would help confirm if the saliva's temperature changes at all.
คຖ໓rē ¢hค໐Ş
"I am not sure, if this yellow pen can create working one... But it can shock stuff" - trying to paint one anyway. It is 2D.
"Ok, Meur, what do you know about light?"
ImDead1ns1de
Meursault crabs that light is wavelengths? And the eye just processes those into colors?
คຖ໓rē ¢hค໐Ş
"Light made of waves of the electromagnetic field, which propagate through space and carry momentum... So, do you think you could stasis these waves?"
"Or, maybe start with something simpler - sound."
"Many phenomena are explained by the movement of one or another wave of energy through a physical field. At least my limited understanding of modern physics tells me that."
ImDead1ns1de
Meursault grabs a handful of salt and tries to stasis the sound it makes.
The Winds Of Chance
i: 2d20 (4, 1)
i: 2d20 (7, 9)

คຖ໓rē ¢hค໐Ş
"I don't think, we can hear it anyway..."
The Winds Of Chance
i: 2d20 (2, 10)
i: 2d20 (7, 7)

คຖ໓rē ¢hค໐Ş
"Stop it. Try to stasis waves of my whistle" - starts whistling
ImDead1ns1de
(aaaaaaaaa)
Meursault crabs that salt makes noise when it impacts objects!
คຖ໓rē ¢hค໐Ş
"I cannot hear it, its too little..."
ImDead1ns1de
Meursault grabs the rubber chicken and stasises the noise it makes.
The Winds Of Chance
i: 2d20 (20, 14)

ImDead1ns1de
He squeezes it to try and make it squeak.
คຖ໓rē ¢hค໐Ş
(Well, sound could just keep going forever, disappear or be stopped, until unstasised)
"If you could stasis something like chemical reactions, which makes fire exist... Or stasis part of electromagnetic wave to destroy it... It would be almost like mini-Stilling in you pocket."
ImDead1ns1de
Meursault grabs a thyme leaf from his backpack after unstasising the chicken and attempts to stasis the "lifeforce" of the leaf. Whatever that means...
The Winds Of Chance
i: 2d20 (14, 2)
i: 2d20 (18, 20)

คຖ໓rē ¢hค໐Ş
"I think, it's already dead... On cellular level for sure"
ImDead1ns1de
Meursault shrugs. Perhaps the next time they meet a definitely evil opponent Meursault can try to stasis its soul or mind.
คຖ໓rē ¢hค໐Ş
"I think, it is easier to stasis some organ."
"Ok, what other abilitites you have?"
ImDead1ns1de
Meursault lists them. Other than the most frequently used stasis, sustain target, and stagnate vitality, there's stagnate fortune, and his mostly unused stagnate aggression and sustain action.
คຖ໓rē ¢hค໐Ş
"I am not sure hoe 'Sustain Action' should work... Actually, did you tried to combine them? Like, use Sustain Target and than Stasis this status? Could it work?"
ImDead1ns1de
Meursault rips a paper without separating it into chunks and sustains it, then stasises the sustain. He presumably has removed his stasis on the leaf.
The Winds Of Chance
i: 2d20 (4, 8)
i: 2d20 (10, 19)

คຖ໓rē ¢hค໐Ş
"Does it mean you can use Stasis to keep something Sustained? And use Sustain on something else useful, without loosing it on previous target? Could be useful".
ImDead1ns1de
Meursault attempts to switch the sustain to a different piece of ripped up paper.
(Nighttime physics don't work right but I would assume this keeps sustain from switching to any other target until stasis is removed.)
Meursault cancels the stasis and goes back to sustaining the bunny in his backpack.
คຖ໓rē ¢hค໐Ş
"See! Experimentations with powers are funny! Well, at least if it is not Chaos... Although, it can be interesting too. When it doesn't destroy the world."
ImDead1ns1de
Meursault crabs that perhaps Andre could get a duality or bigger capstone to get a second concept? It would still be vaguely chaos related, but maybe he could get something with fewer disastrous side effects.
คຖ໓rē ¢hค໐Ş
"Well, I like magic... And Chaos is connected to this concept. There is whole occult movement, after all. Maybe it could help with Kaleidoscopic Capabilities, making spells of sort. Or even with Wondercraft - is almost alchemy..."
ImDead1ns1de
The possibilities are endless Meursault crabs, there's even custom capstones!
คຖ໓rē ¢hค໐Ş
"I could try something for my everchanging body, because it seems like a pattern... Anyway, other thing to try - opening some lockers. There are a lot of useful objects around. So if we cannot deal with CSPW on our own, we could try to find other tools".
JOE - replying to the attempt to Stasis the noise a rubber chicken makes.
[The ability does not take hold.]
JOE - replying to the attempt to Stasis the vital force of a leaf.
[the ability does not take hold.]
JOE - replying to the guess that an ability in Stasis cannot be retargeted.
[this is roughly accurate. If the Sustain Target ability is in stasis, you obviously cannot retarget it, as that would imply it is not unchanging.]
คຖ໓rē ¢hค໐Ş
"Meur, do you think your Stagnate Fortune and JOE's Siphon Luck could synergise? Like you use it, do something dumb and JOE use siphon luck to make it lucky?"
ImDead1ns1de
Meursault assumes siphon luck just burns stagnated rolls the way regular rerolls would?
คຖ໓rē ¢hค໐Ş
"He can target you first, you use Stagnate Fortune and do something... Because only end result would be a true action."
ImDead1ns1de
Meursault crabs in thought. Maybe that could work but they would have to wait for Joe to wake up first.
คຖ໓rē ¢hค໐Ş
"I am just thinking about useful stuff to test. Ability synergies are usually much more potent than their individual effects." - shrugs
JOE
[RAW, this would not work. Stagnate Fortune reads 'Before a probability-dependant action, declare a duration from 5 to 8. For the next that many rolls, all rolls count as if they were the same as your next roll.'. In other words, Stagnate Fortune triggers; then you do something which triggers a roll on its own; then the next 7 rolls are like that too.]
[Since it is not 'a roll for Stagnate Fortune', but 'a roll for something else which stagnate fortune copies', the Luck Siphon rerolled roll would be affected by Stagnate.]

ImDead1ns1de
Meursault crabs that other than not being able to take permanent damage from reroll farming, he sort of has anti synergy with Joe, other than the fact that stagnate fortune gets fueled very quickly by the constant rerolls.
คຖ໓rē ¢hค໐Ş
"Hey, Meur, If you suddenly came back on Earth, what would be the first thing you do?"
JOE
(I'd say it's more like... Joe has three abilities, one of which can synergises with almost nothing and is 85% of his build by volume, one of which he picked under duress and also doesn't matter, and one of which, 7% of his build, is synergistic with swingy-unreliable-effects which Mersault mostly lacks.)
ImDead1ns1de
Meursault doesn't know. He would be a giant walking, talking, thinking crab with superpowers amongst suspicious humans and evil governments.
He might have to go into hiding...
ImDead1ns1de
(its more just an unlucky stagnate fortune forces people to do either nothing and wait till all the bad rolls pass, or to reroll them away i guess?)
คຖ໓rē ¢hค໐Ş
"Imagine stagnate fortune somewhere in the center of the city and someone really unlucky does something..."
ImDead1ns1de
If the world was a kinder place, more inclined to help crabs and not take advantage of superpowers, Meursault might work in construction/medical jobs or something.
JOE
[incidentally, a note for later: For the purposes of Luck Siphon, rolls like '1d1020-1000' count as covering the same amount of range as a normal d20, ie, if joe rerolls a 1020 on that to a 1, he only siphons off 2 rerolls of luck. Such rolls do not involve metaphysically more luck or power, they simply have greater odds of failure and I have to represent that somehow.]
คຖ໓rē ¢hค໐Ş
"Do you think you taste like crab too?"
JOE
(sounds like a synergy to me. Joe can burn through bad Stagnate Fortunes, mitigating their downsides.)
ImDead1ns1de
(i just kinda viewed it as a waste of rerolls tbh but that's true)
ImDead1ns1de
Meursault doesn't know but this can be tested.....Perhaps they shouldn't.
คຖ໓rē ¢hค໐Ş
"How long crabs live anyway? Let's hope you will live long"
ImDead1ns1de
Meursault doesn't know but he hopes sustain target can mitigate the effects of aging...
คຖ໓rē ¢hค໐Ş
"You know, this one ability could make you a 'golden crab' for any person with money, who found out about it on Earth".
ImDead1ns1de
Meursault crabs that stuff like that and his general anomalousness is why going back to earth means he'll have to go into hiding.
คຖ໓rē ¢hค໐Ş
"Or with friends!"
ImDead1ns1de
Meursault crabs to ask if Andre's talking about the rest of the enrolled or on earth friends?
คຖ໓rē ¢hค໐Ş
"Both? Like, you could suddenly appear in your house, or in your friend's house... So it would be helpful? Or go with us back to Earth."
ImDead1ns1de
Meursault crabs that most options would inevitably lead to hiding or ruling over the world to avoid getting nuked/captured by afraid government officials. On an unrelated note the night is trying to claim him once more and he has to go to sleep. (gtg)
JOE
(I think probably the most key question is whether he gets to keep levelling up (definitely yes) and gaining new abilities (maybe), particularly latter. If he can make new abilities, something like 'Sustain anonymity' or 'stagnate reputation' could probably keep him from ever being targeted. If not, he can facetank an endless supply of nukes with an already-active Stagnate Vitality and a followup Impose Stasis, but his existing abilities are sorely lacking solutions for being captured... Mostly because his concept isn't suited to it. Sustaining is about keeping something the same (or returning something to an earlier state), not changing it.)
JOE
(Joe's also lacking in ways to break out of being captured, and cannot facetank endless nuclear detonations; indeed, Luck as a concept is poorly suited to doing anything supernatural on its own, so he'd have a hard time solving this problem even with the option to select new abilities*. The best he can do at default is spend rerolls making it more likely for happenstance to free him, but some types of being captured make that infeasible.

Fortunately, he also would never end up being subjected to endless nuclear detonations or being captured. An outcome like that wouldn't be lucky! He could probably parlay this into world domination somehow- become president(or get influence on the president) by making everyone else fail and being especially lucky, then take over the rest of the world by warring at them more luckily than they war at him- but also probably wouldn't bother.)
*...At least, under his/my preconceptions of what the concept of luck covers. now that I think about it, one could make a solid argument that the concept of Luck should also be able to get luck-based abilities, like chaoswish but rerollable and probably less extreme(or gambling more generally.). But, since I only thought of this with this prompt, Joe will not think of it until/unless he recieves the 'how do you deal with capturenuking on earth' prompt or something.
(if Andre ended up back on earth the planet would be destroyed within the week.)
คຖ໓rē ¢hค໐Ş
(This is not that bad...)
JOE
(I say the week because I'm not totally sure it would happen day one, and 'within three days' feels less punchy.)
คຖ໓rē ¢hค໐Ş
(Only if people attack me)
(Or I am get really stressed/bored...)
(Ok, maybe week is a bit too much)
JOE
(the Planet could make it out of the week if Andre focuses purely on kaleidoscopic capabilities. It's actually a pretty good build for this situation on its own! not predictable, but put enough(possibly for very high values of enough) points into it and it'll cover everything any concept could cover, and the ability to put more points into it, at least, is guaranteed. And if he stays cautious, Andre can't be forced to use chaoswish or wondercrafting by the mundane threats, thanks to Chaos Deliverance. )
คຖ໓rē ¢hค໐Ş
(Huh, first time heard about Pataphysics...)
Class of Concepts, Day 13 - Not all formatting is final. A large amount of out of character off-topic text will be edited out in the future and some has been.

JOE
[Andre is awarded 1 XP for refraining from unauthorized Chaos usage for the whole day, and 2 XP for reactions which were probably not logged originally (ImDead1ns1de reactions while ImDead1ns1de was absent)]
[Joe is awarded 7 XP for reactions which probably were not logged originally(same reason as with Andre).]
[A new Day is Dawning.]
[Vibrancy pulses out from the Class, restoring color and definition to all unexplored territories.]
[Today, Kaleidoscopic Capabilities uses the concepts 'Shit' and 'Up!'.]
[Rolling for certain occurences related to past events...]
[Noclip... 2?: d40-20: 7. failure. Sunder Sand: 9. failure.]
[Optimise Future Problems For Selective Lethality: 17. Success.]
[Expand, Invaded Ward: 9. Middling.]
[Not A Homestuck Reference: (Max, 3,11). boy, luck dislikes this non-homestuck reference]
[A whole Day lies before you. What. do you do?]

JOE
Joe wakes up and looks around. Seems like there was some activity overnight, but probably not any chaos. After all, nobody seems to have been maimed, and the walls are even still intact!
ImDead1ns1de
Meursalt wakes up after a long nap. He gets out the blue fan from one of the chests and swings it around to see if anything happens.
JOE
[The blue fan sends a gust of wind blowing out from its motion, as fans are wont to do.]
ImDead1ns1de
Meursalt attempts to make a slicing motion with the fan to see if that somehow makes it fan harder.
The Winds Of Chance
Result: 1d20 (12)

JOE
[It does not particularly fan harder or less hard than last time. Which one might think a bit odd, since the shape of a fan is meant to push on the air when swing normally, not sliced.]
ImDead1ns1de
Meursalt puts the fan back into his backpack and attempts to use the bow without arrows.
JOE
[Mersault presumably pulls back the bowstring and releases it. The bowstring makes a twanging sound and vibrates back and forth like a bowstring before settling down.]

ImDead1ns1de
Meursalt arms the bow with his lightning shiv and tries again.
The Winds Of Chance
Result: 1d20 (9)

JOE
[Mersault the Crab is unable to properly hold the shiv in the right place and angle to fire it like an arrow from a bow.]
ImDead1ns1de
Meursalt gives up on the idea for now, maybe one day he can find a way to convert tools into being crab usable. He crabs over to Joe to ask if they'll be dungeoning or waiting for Andre to wake up.
JOE
Joe shrugs. answering would require him to take initiative.
ImDead1ns1de
Meursalt crabs over to one of the exits and starts digging away.
JOE
Joe sets his gun to the appropriate mode for the task and starts disintegrating the stone barricade.
ImDead1ns1de
Meursalt doesn't really know what to do with Andre, if he's left alone chaos might be inevitable, but transporting him would be difficult too.... Maybe they should drag Andre to school and leave him there so at least he wouldn't get murdered by dungeon monsters?
The Winds Of Chance
intuition: 1d20 (6) + 1d10 (9)

JOE
reroll.
The Winds Of Chance
Result: 1d20 (6) + 1d10 (9)

JOE
*blink* reroll
The Winds Of Chance
Result: 1d20 (8) + 1d10 (7)

JOE
Joe shrugs. "long way to drag him."
ImDead1ns1de
Meursalt crabs...perhaps they could clear rooms slowly, one at a time and drag Andre along with each room clear so he doesn't get left behind but still mostly stays out of danger?
JOE
"Perhaps. hopefully there isn't another 'flood of too many enemies' room..."
ImDead1ns1de
Meursalt crabs that if that happens, stasising the dungeon would stop the flood for a bit right?
JOE
"-I meant a room which already has too many enemies in it, not a room that spawns too many enemies. Stasising the dungeon'd help with the latter, but not the former, I think."
ImDead1ns1de
Meursalt crabs that when in doubt, lava?
The Winds Of Chance
Result: 1d20 (3) + 1d10 (3)

JOE
"Good plan. I'll seal Andre in a lava-based box, and then he'll definitely be safe."
ImDead1ns1de
Meursalt crabs that Andre would just chaos himself out...
JOE
"Yes, the box is clearly just to protect him from any monsters that might attack while we're exploring, a fact he will definitely be able to deduce."
ImDead1ns1de
Meursalt crabs to ask if Joe means to say that they're going to be carrying a lava box with Andre inside?
The Winds Of Chance
Result: 1d20 (8) + 1d10 (6)

JOE
"...good question! I wasn't really thinking about the details."
ImDead1ns1de
Maybe they could....put Andre in a box on some sort of sled to drag him around faster?
JOE
"...do we have anything we can make a sled with, in here?"
ImDead1ns1de
....more lava? Meursalt crabs.
JOE
"I don't think I can make the rocks, like... smooth enough for that."
ImDead1ns1de
An ice sled then? It would be cold but probably smoother...
JOE
"Wouldn't the ice... melt?"
ImDead1ns1de
Meursalt crabs that the ice could be refrozen? Or he could attempt to stasis it's temperature...somehow and hope that works.
JOE
Joe shrugs. "If we've got the water for it we can try, I guess."
Naan
Erkin wakes up and opens the letter with a heart on it
The Winds Of Chance
Result: 1d20 (12)

JOE
[The letter purports to be from a secret admirer who would like to get to know Erkin. it... neglects to mention a name, location, date, or anything identifying.]
((why the 👀?))
ImDead1ns1de
(it just looks interesting)
Naan
Erkin once more attempts to wake the Basilisk since it is a new day
The Winds Of Chance
Result: 1d20 (15)

JOE
[The basilisk stirs slightly.]
Joe sets to work on attempting the questionable engineering process of repeatedly freezing and melting water (from the adjacent room, formerly snowfilled) with a gun to make it into a sled.
The Winds Of Chance
Result: 1d20 (17) + 1d10 (8)

JOE
[After about fifteen minutes of work, he will have something roughly approaching a coherent sled made of ice.]
JOE
"Okay, I think this is about as good as we're getting. Mersault, you thought you could stasis something something make it not melt?"
ImDead1ns1de
Meursalt attempts to stasis the temperature of the ice.
The Winds Of Chance
Result: 1d20 (10)
Result: 2d20 (15, 4)
Result: 2d20 (19, 4)
singularity assessment: 1d20 (12)

JOE
[The ability takes hold on... Most of... the ramshackle approximation of a sled.]
ImDead1ns1de
Meursalt then begins the task of trying to drag Andre onto the sled.
Naan
(I would like to use my 1 AP to get something like Freedom from Miscommunication, or Freedom of Speech that provides universal translation/talking ability)
JOE
[Reifying...]
[Freedom From Babel, Level 1]
[You are freed from the restrictions wrought by the fall of Babel, allowing you to speak the Unshattered Tongue and translate any other language to into it.]
[Acceptable?]

Naan
(So any creature can understand me now)
JOE
[(The ability Does need some form of justification in this vein; language is not, in most contexts, a 'restriction'.)]
[yes, if you speak the Unshattered Tongue, any being with the mental capacity to understand you can do so.]

Naan
(Acceptable.)
The Winds Of Chance
perception: 1d20 (12)
slight initiative: 1d20 (3) + 1d10 (7)

JOE
[both checks failed. Joe does not spend the meanwhile gambling while Mersault pulls Andre the slimedragon onto the sled.]
ImDead1ns1de
After Meursalt does the sled dragging it's time to go presumably. Roll for what unexplored path is taken?
JOE
[currently, the only unexplored path is down to Floor 3, barring hypothetical secret passages.]
ImDead1ns1de
Meursalt crabs off towards that direction and drags the Andre ice sled behind him.
Naan
Erkin starts talking to the Baslilisk in the unrestricted tongue while keeping his head down "Wake up."
JOE
[The first room of Floor 3 is large and ovoid, with 8 tunnels leading out and two semicircular deformations ahead. The floor and walls are chiselled in strange geometric patterns, and the floor is submerged in a thin layer of water. on the ceiling is a strange mix of stalactites, colored orbs, and chiselled patterns.]
The Winds Of Chance
Basilisk reaction: 1d20 (12)

ImDead1ns1de
Meursalt leaves the Andre sled behind and heads into the room to see if he'll get attacked.
JOE
[The basilisk hisses back something that roughly translates to 'hrmnghrhngnh...']
[that is, a half-asleep mumbling of displeasure.]

The Winds Of Chance
Intuition.: 1d20 (1) + 1d10 (10)

JOE
Joe rerolls.
The Winds Of Chance
Result: 1d20 (14) + 1d10 (10)

JOE
[Joe gets the feeling the layer of water here, like. matters. and is maybe not so safe.]
ImDead1ns1de
Meursalt tosses salt into the water in an attempt to make it perfectly fine and safe.
The Winds Of Chance
result(?): 1d20 (12)

Naan
"Wake up, you have been asleep for a long time. Wake up."
The Winds Of Chance
Result: 1d20 (6)

JOE
[the salt begins to grow larger and collect into an orange mass.]
ImDead1ns1de
Meursalt foolishly sticks a claw into the water.
JOE
[The basilisk mumbles back something like 'not long enough'.]
The Winds Of Chance
Mersault Claw Stick: 10

JOE
[Nothing happens when Mersault sticks his claw in the water.]
ImDead1ns1de
Meursalt attempts to pull his claw out and pick up the orange goop.
JOE
[The orange mass of salt begins taking on a distinctly crustaceanly shape.]
Joe retreats a bit back up the stairs(?) between floors.
Naan
"Hmmmmmm, Wake up. It has been long enough. Unless you need something."
The Winds Of Chance
Result: 1d20 (19)

JOE
[The Basilisk shifts slightly. "...uggh. Whom disturbs my slumber?"]
Naan
"I do, my name is Erkin. Did you create this mountain?"
The Winds Of Chance
Result: 1d20 (18)

JOE
["Yes. I ambushed Apophis as he coiled and trapped him in stone to form this roost, but his chaos lashed out my eyes in revenge as I rested."]
[Ambushed, Apophis, trapped in stone, roost, lashed, and revenge are rough translations from Serpentspeak to Unshattered Tongue back to English; ambushed carries the connotation of surprise, but not of apophis being in motion at the time, for instance, and lashed is not about a literal lashing motion.]


ImDead1ns1de
Meursalt attempts to pet the new glob of crabbify shaped orange goop salt.
The Winds Of Chance
Result: 1d20 (5) * 0.3 + 6

Naan
Erkin thinks, Hmm the closest approximation was Apophis the Greek name of Apep. Scary, scary things that.
"How are your eyes now?"
JOE
[The Crabsalt looks up at Mersault in confusion. Then a red pulse goes through the chiselled patterns, and it snaps at Mersault with a claw.]
The Winds Of Chance
saltattack: 1d20 (14)

JOE
[Dealing 1 damage despite his crab armor, as it, a crab, also has +1 attack.]
ImDead1ns1de
Meursalt gently sets down the crab salt and offers it more salt.
JOE
["They are healing, but not healed."]
The Winds Of Chance
Roll result may be misleading: 1d20 (12)

JOE
[the salt crab opens one of its claws as a makeshift container to accept as much salt as Mersault has to offer.]
ImDead1ns1de
Meursalt asks the crab salt how it's feeling.
The Winds Of Chance
can joe do thing: 1d20 (12) + 1d10 (1)
mersault&crab: 1d20 (6)

Naan
Erkin makes a deep choice, should he give the potentially a saviour from an Apep similar a God apple
The Winds Of Chance
Result: 1d20 (12)

JOE
[the salt crab says it is feeling fine, it just did not like being held. and loves salt!]
ImDead1ns1de
Meursalt crabs that he too loves salt and that he won't hold salt crab anymore.
JOE
(I'm not going to decide for Erkin on this, that's your call.)
Naan
(Yep, I was just thinking what a 12 would mean for me)
The Winds Of Chance
saltcrab: 1d20 (5)

Naan
(Imma do it)
JOE
[The Salt crab crabs cheerily, and switches which claw it is holding open to accept salt since it is a small crab and the first claw is full.]
ImDead1ns1de
Meursalt happily gives it more salt.
Naan
Erkin gives the Basilisk a God Apple "This provides incredible regenerative power and will heal you entirely. What is your name anyway?"
JOE
[The Basilisk sniffs at the apple. "If this apple cures my eyes, I will be in your debt. I am {the name just translates to Basilisk}, first of my lineage."]
The Winds Of Chance
I don't remember how to do pick highest but assume it's pick highest.: 3d20 (5, 7, 6)

Naan
(for reference it would be 3d20kh1)
(I'm pretty sure)
JOE
[noted.]
[(also the basilisk is making the roll, not Erkin, so freedom from chance would not be applicable here.)]
[The Basilisk carefully opens its mouth for the apple to be dropped into, then slowly (so as to not eat any part of Erkin) closest it again.]
[after 'chewing' for a few seconds, purple minecraft regeneration particles start swirling up from the Basilisks great bulk, and the wounds on its eyes begin slowly closing at a visible rate.
[By the time the effect is done, the Basilisks eyes are not fully healed, but they are no longer obviously injured so long as the eyelids are kept closed.]

Naan
"Is it better now?"
JOE
[The Basilisks eyelids flip open and closed for a few seconds before it answers.]
["It has advanced my {healing} by {years}, but not the full {~decade} that remained. {uncertain}can gauge brightness, {certain}cannot petrify, cannot truly see."]
[The Saltcrab runs out of room in its claws for salt, so it throws all the salt Mersault gave it into the water, where the salt begins to carcinize into more Saltcrabs.]


Naan
"Hmmm, well I have these 8 dice that I have been rolling that seem to do random things. What's the chances if them being the healing items you need!"
Erkin rolls the dice
The Winds Of Chance
Result: 8d8 (5, 4, 4, 7, 8, 1, 2, 1)

Naan
(Exactly average)
JOE
[A mask with a giant forehead appears. It does not seem to be doing anything.]

The Winds Of Chance
can joe respond yet: 1d20 (3) + 1d10 (3)

JOE
[no, never]
ImDead1ns1de
Meursalt is slightly confused but happy to see so many crabs. He asks the salt crabs why they are multiplying themselves.
The Winds Of Chance
Result: 1d20 (7)

JOE
["One salt crab good, so two salt crab better, so four salt crab better, so(this goes on for some time.)"]
ImDead1ns1de
Meursalt crabs the salt crabs where they're going to live if there's so many of them, surely they would run out of space if a very large amount of salt crabs were made?
The Winds Of Chance
Result: 1d20 (15)

JOE
[The Salt Crabs all turn to look at Mersault. "Dungeon make more space for us!"]
ImDead1ns1de
Meursalt is happy to hear this. He asks the salt crabs that although their dungeon is very nice, why does it want to murder Meursalt and his friends?
The Winds Of Chance
Result: 1d20 (11)

JOE
["Mersault dangerous. Gun boy dangerous. God Dragon VERY dangerous! Dungeon want safe. Forever."]
ImDead1ns1de
Meursault crabs that he doesn't think he's very dangerous....He also crabs to ask why the dungeon wants to be safe forever? Safe is good but...its acting unsafe at other things?
The Winds Of Chance
Result: 1d20 (14)

JOE
["Mersault can stop dungeon, then dungeon not safe! Very dangerous. Dungeon want one thing safe. If other need not be safe for dungeon safe, Okay."]
ImDead1ns1de
Meursault agrees that can be true, but everything is unsafe to a degree. He crabs why the dungeon wants to keep this one thing safe so badly?
The Winds Of Chance
Result: 1d20 (13)

JOE
["Sole Prerogative. Greatest Cause. No Cost too Great."]
The Winds Of Chance
Result: 1d20 (8)

JOE
["...Dungeon say fancy word like this! no know what mean."]
ImDead1ns1de
Meursault crabs that the dungeon probably means to say this one thing that drives it is its biggest reason to do anything, and that it would do anything to keep it safe, even if it has to sacrifice stuff? He doesn't really understand why the dungeon wants this so much but he crabs to ask the salt crabs if there's a way that the dungeon can stop attacking them if they don't try to endanger this thing?
The Winds Of Chance
Result: 1d60 (11) - 40

JOE
["...am think no? Dungeon has weird instincts. no like trespass but also want trespass but no like??"]
[the Salt Crabs seem to be losing interest in this conversation and instead line up to receive more salt one by one.]

ImDead1ns1de
Meursault makes the poor decision to give the salt crabs more salt. He crabs over to the pool and pours some sugar in there to see what happens.
The Winds Of Chance
result(?): 1d20 (12)

JOE
(...gtg for like an hour but it makes another crab but made of sugar.)
JOE
(back)
ImDead1ns1de
Meursault attempts to throw salt at the orbs on the ceiling to see if that does anything.
The Winds Of Chance
Result: 1d20 (9)

JOE
[Nothing happens. The fallen salt hits the water, forming another salt crab.]
Joe can't respond to this, but can he at least go gamble or something?
The Winds Of Chance
Result: 1d20 (2) + 1d10 (6)

JOE
[hmmmmmmmmmmmmmmmmmmmmmmmmno]
ImDead1ns1de
Meursault makes the decision to ignore the growing crab problem and heads through one of the random tunnels.
JOE
can Joe respond to this by following mersault?
The Winds Of Chance
mersault tunnel (from top left, to mid-top left, to mid-bottom left, to bottom left, to bottom right...): 1d8 (5)
Joe duckling technique: 1d20 (13) + 1d10 (9)

JOE
[hm.... fineeee.]
Joe begins freezing himself a path to follow Mersault without touching the water and turning into a crab.
[ah shoot I had a layer-ordering issue and there are actually 10 tunnels]
The Winds Of Chance
if it is 9 or 10 it overwrites the d8 roll: 1d10 (2)
Result: 1d20 (15)

JOE
[Mersault heads into the bottom-left tunnel. It is fairly narrow, and curves around by roughly 90 degrees before reaching a new open space.]
[the room is almost a weird oval, but with a rounded triangle of space cut out of it lopsidedly, making for two sections of differing sizes. The walls are a reddish-pink stone, and at the furthest edge of the room is a barrier of glowing reddish-pink lines(including what seem to be two keyholes), past which is some other, more strangely-shaped room which is not partially submurged.]
[But back to the room itself, the reddish-pink stone drops away into a pool some fifteen meters deep, housing a large dolphin-crab with a crab-themed key around its neck. There is also a central-ish pillar of similar stone in the room, holding up the ceiling that still houses a variety of things; and a few unstable-looking platforms float in the water.]


ImDead1ns1de
Meursault waves at the dolphin crab. Gosh this dungeon sure was crabby, what a nice place!
JOE
Joe hangs far back, slowly and methodically freezing an ever-larger platform of nice safe ice to stand on.
[The dolphin-crab waves back, swimming calmly but always keeping Mersault in sight.]
ImDead1ns1de
Meursault crabs at it to ask what its doing here, and why there were so many crabs in the dungeon.
The Winds Of Chance
Result: 1d20 (3)

JOE
["Well golly gee Salty my boy salt of the earth, I'm here because this is where the nice deep water is for swimmin', and the dungeon said so! There are loads of crabs here because crabs are so fine and swell and easy to make, or so I'm told by my diddly-darn dungeon dude!"]
ImDead1ns1de
Meursault crabs that crabs are indeed quite easy to make and that he's happy that the dungeon is making crabs. He asks the dolphin crab why there's strange keyhole things in the walls.
The Winds Of Chance
Result: 1d20 (14)

JOE
["That's the way forwards, silly! Of course it's locked with the key on my neck! If you wanna take it from me, you'll have to win a scuffle!"]
ImDead1ns1de
A scuffle? Meursault inquires, like a sparring match?
The Winds Of Chance
Result: 1d20 (15)

JOE
["Yeah, buddy! A sparring match to the crummy juncture of total defeat!"]
Joe squints at the dolphon to check what color its eyes are.
The Winds Of Chance
Result: 1d20 (20) + 1d10 (6)

ImDead1ns1de
Meursault feels like that's a totally good deal and crabs forwards to accept.
JOE
[they are normal dolphin-colored eyes, and are not glowing at all.]
Joe, who does not speak crab, speaks up to ask Mersault what he's doing.
ImDead1ns1de
Meursault crabs at Joe that he needs to spar with the dolphin crab to get a key to pass through the door!
The Winds Of Chance
Result: 1d20 (4) + 1d10 (5)

JOE
"Okay seems legit have fun."
["are you ready to sparadiddle my buddy chum pal friend buddy pal chum bud friend fella bruther amigo pal buddy friend chummy chum chum pal?"]
ImDead1ns1de
Meursault crabs that he is indeed ready to sparadiddle, whatever that means.
The Winds Of Chance
dungeon tactics (higher is more ultratactical): 1d20 (14)

JOE
[the dolphincrab swims at Mersault, full bore! But rather than smack into him, it spins around, sending a wave of crabwater splashing in his direction as it turns to swim towards the pillar holding up the ceiling!]
[due to relative positions, Joe will also get splashed if he does nothing.]

ImDead1ns1de
Meursault attempts to electrify the water with his lightning shiv before the dolphincrab reaches the pillar.
JOE
Joe hides behind the Andre Cart he has totally been lugging around this whole time, and also turns on his wind-mode shield pendant at low power just in case.
The Winds Of Chance
Mersault electrify: 1d20 (20)
Joe hide: 1d20 (2) + 1d10 (4)

JOE
Joe rerollssss
The Winds Of Chance
Result: 1d20 (9) + 1d10 (2)

JOE
...againnn
The Winds Of Chance
Result: 1d20 (10) + 1d10 (7)

JOE
[Mersault somehow manages to electrify the water without electrifying himself, stunning the dolphincrab and damaging it somewhat!]
[meanwhile, Joe hides. The Sled is hit with crabwater, beginning to transform into a crab.]

ImDead1ns1de
Meursault unstasises the ice sled's temperature and attempts to stasis the dolphin crab while crabbing towards it to try and take its key!
JOE
Joe shoots the sorta-crab sled with sleep gun as a stopgap until the crabwater dries, he can safely remove andre, and then he can electricity gun it to death.
The Winds Of Chance
stasis: 1d20 (20)

JOE
[Mersault succeeds in the stasis roll, obviating any need for a followup roll regarding his attempted keytaking since it does not take skill or luck to take a key from something in stasis.]
ImDead1ns1de
Meursault crabs over to the keyholes and attempts to use the key.
The Winds Of Chance
Result: 1d20 (11)

JOE
[The key slots in. The wall remains present, because there are twoooo keyholes.]
ImDead1ns1de
Meursault looks around and crabs back over to the dolphin crab, unstasising it, and tries to ask it where the other key might be.
The Winds Of Chance
Result: 1d20 (6)

JOE
["maybe the second key was inside you all along?"]
["Golly, or maybe it's inside that gosh-darn friend of yours over there! Maybe you should take a close look at his internals?"]

The Winds Of Chance
pedantry: 1d20 (8)

ImDead1ns1de
Meursault crabs that unlike himself, Joe doesn't eat objects...He thinks...Maybe the second key was in the Omnifood? But what would the Omnifood have to do with the dungeon? Hmmm. Meursault asks dolphin crab if he could make a key instead.
JOE
["Also, you didn't really Win, buddy! I wasn't totally defeated, I'm in spiffin' shape!"]
["and no sirree bob! only dungeon keys here, my boy!"]

ImDead1ns1de
Meursault crabs if total defeat was death or knockout or something else?
JOE
["You're so clever, buddy! death and knockout both count as total defeat, but that trick of yours didn't knock me out, just stopped me from moving! It's no good if you couldn't make it permanent if you wanted to!"]
ImDead1ns1de
Meursault attempts to sustain dolphin crab's action of talking and tries to hold it in place, crabbing at Joe to ask if he can sleep gun it.
JOE
[remember, Sustain Action only stops the dolphin from doing other actions which it cannot do concurrently. So... not much, with talking.]
"Shooting things with my sleep gun is one of my many capabilities."
["I'm still saying words but I don't really have anything to say, this sure is weird buddy!"]
The Winds Of Chance
mersault restraint: 1d20 (14)
dolphin swim: 1d20 (20)

ImDead1ns1de
Meursault crabs that it indeed is weird, and for dolphin crab to continue talking about why it feels so weird.
JOE
[Despite Mersaults attempts to hold it down, the dolphin swims into the pillar, hard. the room shakes as things begin falling from the ceiling.]
["Well, it's weird because normally I talk because I want to say somethin', but this time I don't have a diddly-darn thing to say and yet words I am wording!"]

ImDead1ns1de
Meursault attempts to stasis it...again...
The Winds Of Chance
Result: 1d20 (12)

ImDead1ns1de
Again!
The Winds Of Chance
Result: 1d20 (16)

ImDead1ns1de
Meursault keeps trying to restasis dolphin crab...
JOE
[I need time to respond to the first attempt, so these are just buffering.]
The Winds Of Chance
Result: 1d20 (15)

JOE
[ahem, so, attempt one fails. The Dolphin swims away from the pillar, to the furthest part of the room from the entrance, as two large stonecrabs, a watercrab, and a lightcrab begin forming.]

Joe asks "So, like, do you want me to shoot it or?"
ImDead1ns1de
Meursault crabs yes.
The Winds Of Chance
gun: 1d20 (8) + 1d10 (5)

JOE
reroll.
The Winds Of Chance
Result: 1d20 (11) + 1d10 (9)
counterpoint: dolphin: 1d20 (19)

JOE
[(and the Dolphin continues to babble)]
[attempt 2 also fails. The Dolphin begins swimming towards Joe. Joe shoots it with the sleep gun successfully, but only after it builds up a solid amount of momentum towards him.]
[Another orb falls from the lingering roof shocks, beginning to transform into a windcrab.]

Joe shoots himself with wind-mode gun to propel himself away from this.
The Winds Of Chance
Result: 1d20 (6) + 1d10 (8)

JOE
reroll.
The Winds Of Chance
Result: 1d20 (16) + 1d10 (6)

JOE
[attempt 3 also fails. the sleeping Dolphincrab (with Mersault presumably clinging to it) crashes into the iceplatform Joe was on, sending the sleeping sledcrab sliding back and breaking some of the ice, but Joe 'flies' out of the way without being caught in the splash zone. Mersault also takes 1 damage from the impact itself.]
ImDead1ns1de
Meursault decides this counts as a knockout and turns towards the newly made crabs. He crabs at them to ask what they're doing?
The Winds Of Chance
Result: 1d20 (2)

JOE
[a pulse of red goes through the wall-carvings again, and most of the newly-created crabs charge at Joe and Mersault, while one of the stone ones prepares to smack the center pillar again.]
ImDead1ns1de
Meursault attempts to stasis the pillar smacking one...
The Winds Of Chance
Result: 1d20 (16)

JOE
"Shall I shoot them?" Joe asks in a deadpan.
ImDead1ns1de
Meursault crabs that yeah, that's probably best...
JOE
Joe begins shooting gun.
The Winds Of Chance
Result: 1d20 (12) + 1d10 (10)
other stonecrab blocking: 1d20 (1)
elementcrab attacks: 3d12 (3, 6, 4)

JOE
[Joe puts the pillar-smacker to sleep before they can double the enemy supply(despite the incompetent bodyguard efforts of the other stonecrab), easily backpeddling out of reach with Mersault there to soak up 1 damage from the light, water and windcrab working together.]

ImDead1ns1de
Meursault greets the new crabs and asks them why they're attacking.
The Winds Of Chance
Result: 1d20 (20)

JOE
["Because We're DUNGEON MONSTERS?!?!?"]
ImDead1ns1de
Meursault crabs that they don't have to be...Some other crabs have moved out of the dungeon and done non dungeony monster things...
The Winds Of Chance
elementcrabs: 3d12 (7, 5, 5)
stonecrab attack: 1d15 (7)
Joe is Gunning.: 1d20 (11) + 1d10 (8)
mersault soak up hits: 1d20 (1)

JOE
Joe rerolls.
The Winds Of Chance
Result: 1d20 (1) + 1d10 (10)
Result: 1d20 (12) + 1d10 (3)
Result: 1d20 (5) + 1d10 (7)
so i need like 24: 1d20 (3) + 1d10 (1)
no, 24, not 4: 1d20 (11) + 1d10 (7)
good effort but: 1d20 (11) + 1d10 (10)
Result: 1d20 (15) + 1d10 (9)

JOE
[Despite the crabs suddenly deciding to totally ignore Mersault and charge at Joe, Joe manages to sleep another while staying out of reach.]
The Winds Of Chance
mersault was saying words: 1d20 (19)

JOE
["What, you think the dungeon's an idiot? Obviously it learned its lesson before making a whole CRAB FLOOR."]
Joe cannot hear this, but he rolls to look smugly at Mersault anyway
The Winds Of Chance
Result: 1d20 (5) + 1d10 (8)

JOE
[roll failed. Joe does not look unusually smug.]
ImDead1ns1de
Meursault crabs that he doesn't really have an opinion on the dungeon's intelligence but that he still wants to be friends.
The Winds Of Chance
various crabs: 2d12 (7, 5) + 1d15 (3)
Joe gun-retreat repeat: 1d20 (9) + 1d10 (1)

JOE
reroll.
The Winds Of Chance
Result: 1d20 (3) + 1d10 (5)
Result: 1d20 (16) + 1d10 (5)
Mersault: 1d20 (9)

JOE
["Yeah, right."]

[Joe continues to successfully avoid the crabs. Only the windcrab and lightcrab remain, because Joe has been successfully ordering his attacks by danger of nonconsensual crabiffication.]
ImDead1ns1de
Meursault kinda just looks around the room to see if there's any seeecreeetssss while combat keeps happening.
The Winds Of Chance
mersault look: 1d20 (5)
Result: 2d12 (7, 12)
Result: 1d20 (5) + 1d10 (5)
joe rerollss: 1d20 (1) + 1d10 (5)
rerolll: 1d20 (12) + 1d10 (6)
reroll: 1d20 (11) + 1d10 (8)

JOE
[Joe manages to, barely, avoid being injured while Mersault ignores his struggled to look at the walls and not find anything interesting, but is unable to take out another crab as he does so.]

ImDead1ns1de
Meursault crabs his way towards being a nuisance at the other crabs so they attack him instead of joe.
JOE
He swaps luck siphon to one(the first in rolling order) of the elementcrabs, just in case it would help.
The Winds Of Chance
elecrabs: 2d12 (9, 3)
okay Joe is pretty sure he can handle a 12: 20 + 1d10 (7)

JOE
...wait that 20's missing a 1d.
The Winds Of Chance
replace the 20 in the above: 1d20 (1)
okay so Joe rerolls: 1d20 (1) + 1d10 (8)
it can't be that hard can it: 1d20 (2) + 1d10 (2)
fine it can but is it: 1d20 (15) + 1d10 (4)
Mersaultnuisancehood: 1d40 (25) - 20

JOE
[Thanks to Mersault, Joe could have actually just left the initial roll of 8, but of course he did not know this... anyway, he sleeps another crab, leaving only one of them-]

Joe rolls to have accidentally used a lethal gun mode instead of sleep. Not consciously, but was he lucky enough to make that mistake?
The Winds Of Chance
Result: 1d20 (20) + 1d10 (2)

JOE
[yes.]
The Winds Of Chance
the last elementcrab doesn't know when to quit: 1d12 (10)
Joe gun: 1d20 (9) + 1d10 (1)
joe gun reroll: 1d20 (5) + 1d10 (10)
is it still in a lethal mode: 1d20 (20) + 1d10 (3)

JOE
[Joe kills the last elementcrab.]
[apparently his luck thinks it being lethal is much more important than actually winning the fight]

ImDead1ns1de
(the dice crave blood clearly)
The Winds Of Chance
actually while we're at it what about the first three downs were those lethal: (1d20 (10) + 1d10 (5)) + (1d20 (11) + 1d10 (7)) + (1d20 (19) + 1d10 (8))

JOE
[no, yes, and yes, respectively, so apparently he switched modes- accidentally- between sleeping the pillar-hitting stone crab and the rest of the fight.]

ImDead1ns1de
Meursault attempts to find the fabled second key that surely should appear now that the dolphin crab was knocked out.
The Winds Of Chance
Result: 1d20 (1) * 0

JOE
[Mersault fails because there is no such key, and also because he rolled a 1]
Joe re-sleepguns all the sleeping crabs a few times (including the corpses, because he presumably doesn't know they're corpses; maybe it was electric mode or the disintegraty one) to make sure none of them wake up at an inopportune time, then asks "Sooooo what were you arguing about? something about why they attacked us?"
ImDead1ns1de
Meursault crabs that the according to the crabs, dungeon crabs are dungeon monsters and thus do dungeon monster things like murder. Also because the dungeon has some sort of thing it really wants to keep safe? And the Enrolled can potentially stop the dungeon, which is unsafe, so the dungeon decided it needs to murder them to keep itself safe?
JOE
"Yep, makes sense. So, now that you know these dungeon monsters are dungeon monsters, are you going to stop trying to leave all of them alive and able to attack us?"
ImDead1ns1de
Meursault crabs that he'd like to try talking first, but yeah, maybe killing them is the right way to go here.
JOE
"I think we can safely say by now that you've tried talking first."
ImDead1ns1de
Meursault crabs that's true...Should they go look for the second key in a different room?
The Winds Of Chance
Result: 1d20 (17) + 1d10 (1)

JOE
reroll.
The Winds Of Chance
Result: 1d20 (10) + 1d10 (5)
Result: 1d20 (15) + 1d10 (2)
Result: 1d20 (14) + 1d10 (10)

JOE
"...I think I have a better idea. Can you stasis the Dungeon Core?"
The Winds Of Chance
dungeon response time: 1d20 (11)

ImDead1ns1de
Meursault attempts to do that...
The Winds Of Chance
Result: 1d20 (6)
Result: 1d20 (1)

JOE
[two attempts in, the dungeon begins shaking, dropping more crabbifiable objects from the ceiling, and the earlier saltcrabs begin swarming in from down the hallway.]
Joe shoots them with his gun.
The Winds Of Chance
Result: 1d20 (19) + 1d10 (9)

JOE
also he swaps luck siphon to mersault.
ImDead1ns1de
Meursault attempts to attract crab attention.
The Winds Of Chance
saltcrabs: 13d5 (5, 4, 3, 2, 2, 3, 2, 4, 2, 4, 2, 5, 1)
Mersault attract attention: 1d20 (2)

JOE
reroll!
The Winds Of Chance
Result: 1d20 (4)
if it follows this pattern it'll only take either 8 or 3 more rerolls to reach 20!: 1d20 (10)
Result: 1d20 (14)

JOE
[at the cost of 4 Joe Rerolls, Mersault successfully attracts enough of the saltcrab attention that Joe takes no damage. 4 Saltcrabs die from the lava Joe sends at them, but more are forming behind...]
ImDead1ns1de
Meursault continues his attempts to stasis the dungeon core and be crab bait.
The Winds Of Chance
Joe: 1d20 (1) + 1d10 (10)
mersault stasis: 1d20 (20)
saltcrabs: 9d5 (1, 5, 2, 1, 3, 1, 1, 2, 1)
mersault crab bait: 1d20 (4)
Joe rerolls self: 1d20 (14) + 1d10 (10)

JOE
[Joe puts down another 3 Saltcrabs, while the rumbling stops as the dungeon core goes into stasis. (Also Mersault has been taking damage but I assume this is irrelevant, since he is below level 10 and can just. stagnate his vitality.)]
ImDead1ns1de
(has been stagnated for a while i think?)
JOE
[no mention of it today that i can find in search.]
The Winds Of Chance
Joe: 1d20 (20) + 1d10 (10)
Result: 6d5 (4, 2, 1, 5, 5, 1)

ImDead1ns1de
(it resets every day?)
Meursault stagnates himself since apparently he hasn't already.
JOE
[pretty sure I said it does early on, so as to avoid needing to remember it across the 4-day gaps.]
[Joe puts down the last of the saltcrabs just in time for the various ceiling things to turn into crabs.]

Joe, naturally, continues to [gun]
The Winds Of Chance
Result: 1d20 (11) + 1d10 (6)
Result: 6d12 (2, 9, 1, 8, 6, 1) + 4d15 (12, 10, 11, 4)
Mersault presumably interferes: 1d20 (6)
Joe reroll: 1d20 (5) + 1d10 (2)
joereroll: 1d20 (17) + 1d10 (10)

JOE
[Joe manages to "only" take 5 damage from the swarm of new crabs while killing 2. Unfortunately, he is not so fortunate as to avoid every drop of carcinizing liquid they bring with them.]
[(assuming Mersault does not do anything special)]


ImDead1ns1de
Meursault switches his sustain to Joe, since he can't fix the crabification but he can at least try to keep Joe near full health. He crabs at Joe to ask if he wants to be stasised to avoid crabification.
The Winds Of Chance
Joe XPloss roll luck immune, DC is 17: 1d20 (3)

JOE
"-isn't your stasis full? And it wouldn't solve the problem, just replace it with me being trapped here."
[Joe loses 5 XP.]
ImDead1ns1de
Meursault crabs that he can't think of many other solutions than trying to get rid of the crab water somehow.
JOE
Joe continues to shoot the swarm of crabs, hoping to finish the fight before crabhood stops him from being able to use his gun.
The Winds Of Chance
Result: 1d20 (3) + 1d10 (1)
reroll.: 1d20 (13) + 1d10 (8)
Result: 6d12 (4, 8, 1, 6, 5, 10) + 2d15 (9, 8)
Mersault interference: 1d20 (20)

JOE
[with the help of Mersault, Joe only takes 2(would be 1, but crab damage boost) damage while killing the last two stone crabs, leaving only the element ones.]

The Winds Of Chance
DC12, XPloss.: 1d20 (1)

JOE
[Joe loses 2 more XP.]
"Probably either one of us will need to get a new ability, or we'll need to figure out how to use some existing ability to solve it."
The Winds Of Chance
gunning: 1d20 (9) + 1d10 (7)
Result: 6d12 (12, 8, 4, 1, 4, 6)
mersault: 1d20 (18)
Joereroll: 1d20 (9) + 1d10 (4)
Result: 1d20 (14) + 1d10 (5)

JOE
[Joe manages to put down another elementcrab without taking damage this time. Mersault is of course taking damage(and instantly healing from stagnate) repeatedly.]

The Winds Of Chance
Result: 5d12 (11, 5, 6, 11, 9)
Result: 1d20 (7) + 1d10 (2)
reroll: 1d20 (20) + 1d10 (5)

ImDead1ns1de
(new ability stagnate form? keeps the "form" of things the same so for instance a cube of ice would eventually melt but still stay cube shaped?)
The Winds Of Chance
Mersault: 1d20 (18)

JOE
[Another 2 crabs down, but Joe is grazed for 1 damage in the process.]
The Winds Of Chance
DC10 which is to say maybe -1 xp: 1d20 (15)

JOE
[no XP loss this time.]
[-Such an ability would help but not solve the problem, since Joe is already partially carcinized.]


The Winds Of Chance
Result: 1d20 (8) + 1d10 (1)
Result: 3d12 (5, 1, 1)
mersault: 1d20 (13)
joe reroll: 1d20 (4) + 1d10 (8)
Joe reroll again: 1d20 (18) + 1d10 (8)

JOE
[Joe puts down the last three elementcrabs.]
The Winds Of Chance
Joe thinking: 1d20 (13) + 1d10 (2)

JOE
"So, we already know Sustain Target thinks Crabs are the superior lifeform, right?"
ImDead1ns1de
Meursault crabs yes.
JOE
"And all your other abilities are about keeping things the same, so they won't fix the crabiffication so far?" Joe asks, assessing the transformation so far.
The Winds Of Chance
Result: 1d20 (4) + 1d10 (10)

JOE
reroll.
The Winds Of Chance
Result: 1d20 (17) + 1d10 (5)

ImDead1ns1de
Meursault crabs yes to that too...
JOE
[Due to his luck, the transformation "randomly" started with combat-irrelevant features like his left hand and such, rather than the hand he was gunning with. But now that it is not relevant, all of him is encrabbing.]
"So you can't do it right now. If Andre was awake we could ask what his powers this day are, but probably they can't either..."
Joe crabs that Nami is nearby, but probably 'asleep', and probably not able to help either.
ImDead1ns1de
Meursault crabs that perhaps they'll be able to find some sort of reverse crabbification in the dungeon? Or they can try to make one...somehow...
JOE
Joe rolls to remember he already had a solution for this.
The Winds Of Chance
Result: 1d20 (3) + 1d10 (7)

JOE
reroll.
The Winds Of Chance
Result: 1d20 (11) + 1d10 (2)

JOE
...reroll.
The Winds Of Chance
Result: 1d20 (5) + 1d10 (3)

JOE
fine, he doesn't recall jack.
ImDead1ns1de
Meursault crabs that they had that one classroom they used to accelerate aging...Perhaps they can reverse it somehow to send Joe back in time and make him human? He might lose memories or exp though...
(gtg)
JOE
Joe crabs that he's pretty sure he had more XP before he turned into a crab on account of taking lots of damage.
then he crabs that the door to that classroom turned into a seal and who knows where it went.
Naan
Erkin meanwhile asks the Basilisk to throw the dice
JOE
["...How?", asks the giant mostly-blind snake which, as any cursory inspection will show, lacks hands.]

JOE
(gtg)
Naan
"Grab them using your tail, and do a tail flick."
(Ok)
The Winds Of Chance
Result: 1d20 (16)
Erkin not get smacked by the blind snake: 1d20 (16)

JOE
(back, briefly)
["I shall attempt it."]
[...Clarifier regarding the size of the basilisk because I do not think I remembered to specify besides just referring to it as giant all the time: at least a person tall in most of its length before it tapers off, coiled up something like three times around an area at least four times as wide as it is tall.]
[anyway, the large form of the Basilisk shifts and blindly feels out for the dice, which presumably Erkin hands to it, then flicks them.]

The Winds Of Chance
Result: 8d8 (8, 6, 6, 6, 2, 5, 4, 5)

JOE
[The dice produce an Apothecary Hut, a structure that gives those whose noses are within 3 meters +1 Health Regeneration per hour if they do not engage in strenuous activity.]

Naan
"Huh that's neat (sounds of Basilisk name in SerpentTounge (mimicry)), seems this might shorten you healing time right?"
The Winds Of Chance
is the basilisks nose already in hut range: 1d20 (17)

JOE
[The basilisk, which is blind and does not currently have a nose in hut range, replies "What might shorten my healing time? I cannot see what happened."]
คຖ໓rē ¢hค໐Ş
>Woke up
JOE
Joe grabs the crabslator and crabs to Andre that he got hit by Crabwater due to an overwhelming attack by the Dungeon, and now he needs a way to stop being a Crab because he wants to be able to talk, and use his gun, and generally is not fond of crabhood.
คຖ໓rē ¢hค໐Ş
(Weird, Chaos Deliverance didn't work... This one is really unwanted result)
JOE
[Chaos Deliverance triggers when You would die or suffer an unacceptable outcome.]
[Joe is not you.]
[this tracks to how chaos deliverance has the default effect of moving You, curing Your wounds, and only then performing 1d3 unpredictable beneficial effects because it is still chaosy.]


คຖ໓rē ¢hค໐Ş
"Ok, this is really bad... What is the situation?"
JOE
Joe crabs that fortunately, before he got encrabbed, Mersault put the dungeon core in stasis, so probably we're safe in that regard.
Joe then crabs that since we're probably safe, we are definitely safe.
คຖ໓rē ¢hค໐Ş
(Shit - ability to know, when someone talks shit, lies.)
(Up - ability to reverse effect of gravity on some target)
คຖ໓rē ¢hค໐Ş
"Do you think there are objects, which could give you hands and other parts back?"
JOE
[Shittalk Sensor, Level 1]
[You can sense the degree of bullshit, shittalking, and general shit in dialogue, granting a +8 to rolls involving calling people on making stuff up and +3 to rolls involving detecting deception more generally.]
[Go Up!, Level 1]
[reverses gravity on a target. Sustained indefinitely for up to 3 targets, then gains a DC of (Targets-2)*(4-Level).]
[acceptable?]


Joe crabs that that seems theoretically possible but conceptually complex, and asks if Andre's chaosabilities for today are useful for this.
คຖ໓rē ¢hค໐Ş
"I can detect shittalk and reverse gravity for up to three targets. I don't think this is useful. I thought about using something, which turned you into the crab to create antidote or something with reversed effect..."
JOE
Joe crabs that all the water lightly coating the floor here is crabwater, so that's what did the thing, but he's not sure he has rerolls to spare after the fight.
Joe also crabs that he's not sure what you would use as a base to get a 'reverse' effect in the first place.
คຖ໓rē ¢hค໐Ş
"Use Up on Crabwater to make it reversed in a sense could be the way. Ok, do we have other problems or can leave this place? I am not sure you being crab in the dangeon is a safe thing... Also, did you find the bucket?"
JOE
Joe crabs that they didn't get to the bucket, and that they stopped moving because Joe wanted to be able to use his gun before advancing and couldn't figure out a way to undo crabhood.
คຖ໓rē ¢hค໐Ş
"I could try to teleport Furry-gun from time it was destroyed via replacing it with prop that I will dust in the past instead of real deal... But this is chaos and temporal shenanigans. Maybe this can be cured via Med Room? Also, I could fuse gun with you, but this is also pretty chaotic and you have shortage of rerolls... It seems like retreating is the best option."
JOE
Joe crabs that in order to fuse the Furry-gun with him, Andre would need to have it and then fuse it, which involves at least two chaos-based rolls, and Joe can't do anything for the chaos-wish one, so this is a bad plan.
คຖ໓rē ¢hค໐Ş
"I meant fuse your gun with you."
JOE
Also, that would leave Joe a Furry, which he also doesn't want.
Joe crabs in acknowledgement. Better plan, then, but the Multigun might be destroyed if he returned to humanness after that.
คຖ໓rē ¢hค໐Ş
"We either go further while you are a crab with shortage of rerols, or we retreat and plan from scratch. Maybe creating something to be immune to being crab - this problematic... Do you think some Class could help? Maybe, I dunno, Truth room seeing your true nature and somehow extract it? Or Duality to turn it into ability to shift between two states?"
JOE
Joe crabs that he thinks the most likely School room to be able to help is probably the Store, but also, there are other options besides those two, like they could gamble for a while a floor up to restore his rerolls.
คຖ໓rē ¢hค໐Ş
"Ok, lets try gamble first. Perhaps we even get something out of it..."
JOE
Joe awkwardly crabs his way back up to floor 2, through the hole he made before they decided which way to go in the morning, to the gambling room.
คຖ໓rē ¢hค໐Ş
>Try to paint some coins into existence using Yellow Pen
>Give them to JOE: "Try these. Maybe they are real enough for gambling".
JOE
Joe crabs that he already has some coins from earlier, remember? He's just pondering how to get something worthwhile out of gambling.
The Winds Of Chance
Result: 1d20 (16) + 1d10 (3)

JOE
Joe then crabs that he just remembered there was a chest on Floor 1, and Andre should head up and see what's in it as long as it's not a dangerous element like electricity. Who knows, maybe it'll help?
คຖ໓rē ¢hค໐Ş
>Fly towards the chest and observe it
JOE
[This will take a bit, since it is all the way on floor 1.]
The Winds Of Chance
time to think up the plan after step 1: 1d20 (6) + 1d10 (7)

JOE
reroll.
The Winds Of Chance
Result: 1d20 (13) + 1d10 (1)

JOE
reroll.
คຖ໓rē ¢hค໐Ş
(Joe can try some things, while Andre doing his thing)
The Winds Of Chance
Result: 1d20 (14) + 1d10 (2)

JOE
[yeah he will throw the furryizer into the gambling machine if he can get the dice to cooperate.]

The Winds Of Chance
Result: 1d20 (14) + 1d10 (5)

JOE
Joe has an idea! He has it now and not earlier because otherwise Andre could've sensed the bullshit and that would be unlucky. First, he checks if the gambling machine is working by throwing some coins in.
The Winds Of Chance
Result: 1d21 (21) - 11 + 1d10 (4)

JOE
[The gambling machine is working. he gets back twice the coins.]
Next, Joe pulls the Furryizer out of his backpack and dangles it into the slot machine hole thing inasmuch as he can without cutting the twine.
The Winds Of Chance
does that work: 1d20 (10) + 1d10 (9)

คຖ໓rē ¢hค໐Ş
>Observe the chest
The Winds Of Chance
quality assessment: 1d30 (17) + 1d10 (10)

JOE
[it is an Indigo (dark blue, no purple) chest.]
The Winds Of Chance
Result: 1d21 (10) - 11 + 1d10 (10)

คຖ໓rē ¢hค໐Ş
>Try to paint some tool to open it from afar and without touching. Like a long rod with crook on one end
JOE
[Joe wins at gambling again, getting 27 Green Coins and the Furryizer back.]
The Winds Of Chance
wait what is he going to pretend he gambled: 1d20 (8) + 1d10 (1)

JOE
reroll.
The Winds Of Chance
Result: 1d20 (20) + 1d10 (2)

JOE
of course, a crab corpse from floor 3! Those would give green coins.
The Winds Of Chance
also andre long tool?: 1d20 (11)

JOE
[Andre does not have a long enough nonflat surface to paint on for a tool that will be the right shape and thickness for something like this. 2d Yellow Things do not have endless tensile strength and such.]
คຖ໓rē ¢hค໐Ş
>Paint his own paw, so it would be some sort of glove
JOE
Joe rapidly crabs down to floor 3 to grab a few saltcrab corpses and gamble them (this being to destroy them, not make money).
คຖ໓rē ¢hค໐Ş
>Open the chest quick and go out of the room, hopefully before effect take place
The Winds Of Chance
glove?: 1d20 (11)

JOE
[Andre, being made of a slime, is not a very... paintable surface. he gets something like an approximation of a glove, but it does not cover his whole paw.]
The Winds Of Chance
chest loot: 1d20 (8)
chest-transformation vigor: 1d20 (20)
andre movement speed: 1d20 (13)

คຖ໓rē ¢hค໐Ş
(Well, I guess CD should take place now...)
JOE
[As soon as Andre opens the chest, it bursts into a high-speed explosion of water in all directions, dealing 1 damage from the impact and 2 from diluting his slime. It leaves behind a blue ball.]
[is this an unacceptable outcome?]

คຖ໓rē ¢hค໐Ş
(No, its fine. I thought it would be one shot with this 20)
>See what loot it has, take it and come back to JOE
The Winds Of Chance
also, xp loss checks: 2d20 (9, 4)

JOE
[Andre only has 2 XP, so he passed both of those.]
[the loot it has is a blue ball.]

Joe rolls to be ready when Andre gets back.
The Winds Of Chance
Result: 1d20 (9) + 1d10 (1)

JOE
reroll.
The Winds Of Chance
Result: 1d20 (6) + 1d10 (2)

JOE
...reroll.
The Winds Of Chance
Result: 1d20 (19) + 1d10 (4)

JOE
[Andre comes back briefly after Joe finishes throwing the crab corpses into the gambling machine, while it is still spinning.]
The Winds Of Chance
quality assessment: 1d30 (16) - 10 + 1d10 (9)

คຖ໓rē ¢hค໐Ş
"I found blue ball. Nothing else interesting. What on your end?"
JOE
(one sec gotta check history for whether Joe knows something)
คຖ໓rē ¢hค໐Ş
(I didn't notice 1 AP. Hmm...)
The Winds Of Chance
Result: 1d21 (9) - 11 + 1d10 (3)

JOE
as he wins a gambling again, Joe crabs that he threw in some of the crab corpses from the fight earlier to get green coins because he figured that might be uncrabbingly relevant.
คຖ໓rē ¢hค໐Ş
"Well, we could think of this earlier... I would have easier time carrying them around".
JOE
[15 more Green coins (and some saltcrab corpses) join his existing 27.]

คຖ໓rē ¢hค໐Ş
"Wait... Maybe trying cut them into pieces is better idea? Also, I can level up old or get new ability right now"
JOE
Joe crabs that this is true, but he only thought of that after Andre left.
He then crabs his confusion at the suggestion. why would cutting them into pieces help?
ImDead1ns1de
Meursault wakes up in the pool room utterly alone. He assumes that Joe has crabbed away somewhere and heads back to find him.
คຖ໓rē ¢hค໐Ş
"Well, if you lose, you still would have other pieces to gamble"
JOE
Joe crabs that there are a whole bunch more corpses downstairs, so this isn't a problem.
Joe then dumps the corpses back in, plus half (21) of his coins.
คຖ໓rē ¢hค໐Ş
"Yeah, but carry them here would be so annoying..."
The Winds Of Chance
Result: 1d30 (9) - 10 + 1d10 (2)
Result: 1d21 (13) - 11 + 1d10 (4)

คຖ໓rē ¢hค໐Ş
(Can I put 1 AP into KC?)
JOE
[Joe wins at a gambling, gaining 43 Coins and the corpses back.]

Joe crabs that he wasn't really worried about that, since he's lucky.
[yes.]
คຖ໓rē ¢hค໐Ş
"Are you getting more rerolls via gambling or losing them now?"
คຖ໓rē ¢hค໐Ş
(Ok. Put it there)
JOE
Joe crabs that he's lucky even without rerolls, and he isn't spending them on this since he's gambling Responsibly using only Half his money each time.
[KC Level 3 generates the concept 'Hockey'.]
ImDead1ns1de
Meursault crabs his way upstairs under the assumption that Joe wouldn't be able to crab and gun very optimally, and thus not explore other tunnels.
JOE
Joe dumps in 32 coins and the corpses.
คຖ໓rē ¢hค໐Ş
(Hockey - summon Hockey stick, which creates ice rink on every surface it hit strong enough)
The Winds Of Chance
QuaAs: 1d35 (9) - 15 + 1d10 (10)
Result: 1d21 (5) - 11 + 1d10 (4)

JOE
[Reifying...]
[Hockey Rink Strike, Level 1]
[Strike a surface with a conjured hockey stick, creating an ice rink on the surface. 1 Meter radius per 1 damage of strike, reduced effectiveness on living surfaces.]
[acceptable?]
[meanwhile Joe loses at gambling.]

ImDead1ns1de
Meursault rolls to find the right room...
The Winds Of Chance
Result: 1d3 (1)

JOE
[Mersault concludes they went back to the School.]
[Night begins to fall...]


คຖ໓rē ¢hค໐Ş
"Hmm, do you think using frozen crab would have different effects?" - conjure hockey stick
ImDead1ns1de
Meursault begins to crab alllll the way back to school in his firm belief that Joe definitely went there.
JOE
Joe crabs that it might but he wants this effect, so.
The Winds Of Chance
does Joe hear Mersault pass: 1d20 (8) + 1d10 (3)
does Andre hear Mersault pass: 1d20 (16)

JOE
[Andre hears a crabbish skittering sound.]
Joe dumps 16 green coins into the gambling machine.
The Winds Of Chance
Result: 1d21 (10) - 11 + 1d10 (1)

คຖ໓rē ¢hค໐Ş
"Oh, Meur! Here you are! We need some sacrificial crab!"
JOE
[Joe loses again.]
Joe, undeterred, dumps 8 green coins into gambling.
ImDead1ns1de
Meursault turns after hearing his name.... Sacrificial crab?
The Winds Of Chance
Result: 1d21 (12) - 11 + 1d10 (10)

JOE
Joe crabs that there is no need to sacrifice mersault as he dumps 12 green coins into gambling.
คຖ໓rē ¢hค໐Ş
"I am kidding. We just trying to get something to help JOE with his crabby existance..."
The Winds Of Chance
Result: 1d21 (14) - 11 + 1d10 (10)

ImDead1ns1de
Meursault crabs over to see the gambling.
JOE
[the gambling is remarkably boring. Joe simply dumps half his Green Coins in every time and waits for the machine to settle down.]
The Winds Of Chance
Result: 1d21 (6) - 11 + 1d10 (1)

JOE
so now Joe has 18 left.
คຖ໓rē ¢hค໐Ş
"Should I try? You seem out of luck."
ImDead1ns1de
Meursault attempts to use his crab grinder on the crab corpses.
Maybe it would output a purer form of crab....?
คຖ໓rē ¢hค໐Ş
"Hmm, perhaps, trying to guess if I am lose or win could help?"
JOE
Joe crabs that he's also gaining rerolls, remember? If he was winning all the time, that would imply he was being unprudent.
[there are no crab corpses left up here, Joe lost them in gambling.]
[so Mersault would have to go back down to floor 3.]

The Winds Of Chance
Result: 1d21 (16) - 11 + 1d10 (8)

คຖ໓rē ¢hค໐Ş
>Try to play with Blue Ball by throwing it at the wall and catching
ImDead1ns1de
Meursault makes the looooong trek back in search of crabs to grind up.
JOE
so now Joe has 27.
[Whenever the ball hits the wall, it produces a splash of water. other than that, it behaves normally.]
The Winds Of Chance
Joe bets 13 not 14: 1d21 (10) - 11 + 1d10 (7)
now betting 20: 1d21 (17) - 11 + 1d10 (10)
now betting 30: 1d21 (16) - 11 + 1d10 (5)

คຖ໓rē ¢hค໐Ş
"Hmm, this Pen goes well with the Ball."
The Winds Of Chance
nbet45: 1d21 (5) - 11 + 1d10 (2)

JOE
reroll.
The Winds Of Chance
Result: 1d21 (3) - 11 + 1d10 (9)
incidentally, what is Joes plan: 1d20 (13) + 1d10 (9)

ImDead1ns1de
Meursault attempts to use his crab grinder on the corpses downstairs.
คຖ໓rē ¢hค໐Ş
>Paint some long object and try to check how deep the hole of the gambling machine
JOE
Joe ponders whether 135 Green Coins is enough for his plan, which is clearly to make some kind of green coin/crabwater potion, as opposed to, say, building an entire green chest out of coins.
anyway yes, 135 coins and not a hundred thousand will be sufficient.
[the Crab Grinder excellently does its job of grinding the crab corpses into Crab Powder™]
[the Long Object never hits a bottom.]

Joe crabs at Andre to ask if he has a bottle or something.
คຖ໓rē ¢hค໐Ş
>Try to gamble the long object
ImDead1ns1de
Meursault gathers the crab powder and makes his trek upstairs to see if its good for gambling.
คຖ໓rē ¢hค໐Ş
"Meur should have bottle from potion, right?"
The Winds Of Chance
quality assessment long object: 1d35 (19) - 15
Result: 1d21 (4) - 11

JOE
[the gambling machine accepts the long object (assuming Andre, like, dropped it in), but Andre loses the gamble.]

คຖ໓rē ¢hค໐Ş
"I can paint something like a vessel"
JOE
Joe crabs that oh yeah that's true, and didn't Andre also get a potion?
คຖ໓rē ¢hค໐Ş
(I don't remember, really)
>Check the pockets
ImDead1ns1de
Meursault arrives and dumps the crab powder into the gambling machine and hopes for a big prize.
JOE
(he did. (linked) )
คຖ໓rē ¢hค໐Ş
(Yeah, I have)
(Checked these)
The Winds Of Chance
crab powder assessment: 1d30 (3) - 5

คຖ໓rē ¢hค໐Ş
"Yeah, I have this. You need empty bottle?"
JOE
[in an unfortunate turn of events, the gambling machine does not accept the crab powder.]
Joe crabs that yeah, but actually he's pretty sleepy and will try to mix crabwater with green coins and healing potion in the morning.
คຖ໓rē ¢hค໐Ş
"Fair enough. Also, I was thinking about how slimes I fused with could adapt to things... Maybe I can too, if I try hard enough?"
JOE
He also crabs that Mersault should turn off Stagnate Vitality and move Sustain to himself since he remembers Mersault got hurt earlier before he turned it on.
ImDead1ns1de
Meursault can't fathom why the gambling machine doesn't want pure crab powder. He does as Joe asks but switches sustain back to the rabbit every 20ish minutes to stop it from disappearing. He also stagnates fortune since not a lot will be happening.
The Winds Of Chance
Result: 1d20 (5)

คຖ໓rē ¢hค໐Ş
"You could try to put powder into potion to get some crab themed mixture?"
ImDead1ns1de
Meursault crabs in thought. Perhaps tomorrow when physics stabilize and stagnate fortune gets wasted on random things?
คຖ໓rē ¢hค໐Ş
"Hmm, what would happen if you try to Stagnate Fortune again? It would prolong effect?"
ImDead1ns1de
Meursault crabs that he can't, since he only has a max of one stagnate fortune at a time that recharges from natural 1s and 20s.
คຖ໓rē ¢hค໐Ş
"Want to play Hockey using Blue Ball?"
ImDead1ns1de
Meursault crabs his agreement, he doesn't really know how to play hockey but it'll probably be fine.
คຖ໓rē ¢hค໐Ş
"I just want to see, what would happen... I also have no idea how to play Hockey." - go into rainbow room and starts creating ice rink on the floor
ImDead1ns1de
Meursault crabs over and tries sliding around on the ice.
คຖ໓rē ¢hค໐Ş
>Floating above the ice and looking how Meur sliding uncontrollably. Create more ice in front of him.
"It feels like curling with crab..." - makes ice path around the room for Meur to uncontrollably slide.
ImDead1ns1de
Meursault rebounds off the ice wall and engages in crab pinball.
คຖ໓rē ¢hค໐Ş
>Try to lightly strike Blue Ball with Hockey Stick
"Meur, I have gravity reversal and shittalk sense now. Wanna check this out?"
ImDead1ns1de
Meursault is intrigued. He crabs a little and...proclaims that lobsters are better than crabs!
คຖ໓rē ¢hค໐Ş
"I could tell you bulshitting even without new sense. Lets try gravity one - it easier!"
ImDead1ns1de
Meursault wonders what would happen if Andre used his reverse gravity on something outdoors...
คຖ໓rē ¢hค໐Ş
"It would fall up, of course".
ImDead1ns1de
And keep falling forever.....Terrifying.
คຖ໓rē ¢hค໐Ş
>Reverse gravity on himself and started walking on ceiling: "Think, I could do this trick even without gravity reverse. Just by flying".
ImDead1ns1de
Meursault crabs that most things can't fly, and being stuck on the ceiling or launched into the atmosphere would hamper most melee combatants.
คຖ໓rē ¢hค໐Ş
>Reverse his gravity back.
"Interesting, if this effect would keep going even after I lose this ability. This would be scary."
ImDead1ns1de
Meursault crabs that even if it did drop, anything too high up would probably take fall damage after returning to normal gravity, wouldn't it?
คຖ໓rē ¢hค໐Ş
"Of course. Cool, yeah?"
"Do you think it could be used to put a satellite into orbit?"
JOE
[Go Up! is a Sustained ability, which means that when Andre loses it- or, if he dies- it turns off. Similarly, if a post-level-10 Mersault moves a level out of Impose Stasis, all currently Stasised entities would stop being in stasis.]
ImDead1ns1de
Meursault crabs that it could but the timing would be difficult to get right, too long and the satellite would be repelled from any gravity sources like planets, but too short and it just falls back down or something.
JOE
(As I understand orbit, it couldn't. Orbit means you have to go around the planet; you need more than just being high up, you need a sideways motion as well. It could go high enough to not fall to the ground, but it wouldn't be in orbit.)


(Debate on Orbital Mechanics continues calmly for hours. I was right :P.)


JOE
[I will likely not be doing a Day tomorrow. in addition to the ordinary frequency reasons, the forthcoming changes to Discord image hosting mean I need to rehost a lot of old images (easy) and replace all existing links (extremely tedious) before an unknown deadline.]
JOE
!roll ?d??±?d??±?? Unknown.
[A minor earthquake goes through the Dungeon in the Night, strong enough to knock over unstable objects and make an audible clatter but nowhere near enough to cause any sort of collapse.]

[Enrolled in the area (Andre, Mersault, technically Joe) may roll to notice this and decide it is worth getting out of bed for, with respective DCs of 4, 2, and like 20.]
The Winds Of Chance
it's not that Joe makes a logicing error it's that he does not naturally awake at Night for Night-is-principally-characterised-by-my-absence reasons.: 1d20 (17) + 1d10 (10)

JOE
[fine Joe gets up.]
Joe looks around. Everything still seems intact. Also? Andre and Mersault are missing from where he went to sleep.
(this is because they were ice-scating or whatever in the next room over)
Joe rolls to not remember that as far as I recall Andre didn't promise to not Chaoswish overNight this time.
The Winds Of Chance
Result: 1d20 (16) + 1d10 (1)

JOE
[hmmm... I Guess that is a pass. probably. It gets an inbetween outcome: Joe gets a sneaking sense Andre is somehow responsible.]
Joe crabs loudly that he would like to know what Andre did this time.
The Winds Of Chance
Result: 1d20 (18)

ImDead1ns1de
Meursault presumably hears from the next room over?
JOE
[technically, Mersault has not yet made his DC 2 roll to wake up in the first place.]

The Winds Of Chance
is Mersault awake: 1d20 (2)

JOE
[yes, he is. But it was a close thing.]
ImDead1ns1de
Meursault is awake and uncomfortable from sleeping on ice. He crabs his way out to hear Joe better.
JOE
(originally I assigned Mersault a dc of 4 and Andre a dc of 2, but it occurred to me that this made less sense than the converse.)
The Winds Of Chance
Result: 1d20 (18) + 1d10 (3)

JOE
Joe crabs that he felt an earthquake or something and he'd like to know how Andre caused this.
and also if Andre caused it, he belatedly crabs, on the off chance it's somehow unrelated. Is the Core still in Stasis, as far as Mersault can tell based on his ability to stasis new things or rather lack thereof?
ImDead1ns1de
Meursault crabs that as far he knows Andre was asleep and his most recent actions were ice hockey with his daily random abilities. Nothing earthquake causing, probably.
He also attempts to stasis a bit of salt from his bag to see if the dc is impossible like it should be.
The Winds Of Chance
(DC is 27): 1d20 (11)

JOE
[The ability does not even 'try' to engage.]
ImDead1ns1de
Meursault shrugs and crabs at Joe that the core is probably still stasised....maybe there's a new core?
JOE
Joe crabs that the Core shouldn't be able to make a new Core while in stasis. Unless it set something up to do that in the like fifteen seconds after Joe suggested putting it in Stasis and before Mersault succeeded?
ImDead1ns1de
Meursault crabs that maybe the Core had backup procedures installed before any stasising was mentioned, in the event it got destroyed or disabled. He doesn't have many other explanations for the sudden earthquake. Maybe the monsters are doing...something?
JOE
Joe crabs that this is possible, but he can't really use his gun as a crab so he's not sure how they'd go down to where there are presumably still monsters.
Maybe there was something the Core was maintaining and it collapsed with the core in Stasis?
ImDead1ns1de
That could be what's happening, Meursault crabs. He tries to think of what else could be causing this and ends up falling asleep for a bit.
(gtg)
JOE
Joe does a crabbish shrug, and crabs off to go back to sleep until someone else potentially prompts him.
คຖ໓rē ¢hค໐Ş
>Woke up
>Went into gambling room
>Started creating ice using hockey stick, break pieces of it and stockpile them
[/i]
 
Last edited:
Hah! You all thought I was dead, or perhaps greatly inconvenienced by my evergrowing workload. Unluckily for any naysayers, I just had to spend an hour in line with naught save my phone! Thusly, I have finished my essay. It can be found, in all of its 1199 word + a paltry attempt at a bibliography glory, below.

docs.google.com

God Diversion - Parallels between Gothic Horror and the Tarot

Human history is one of processes. The path from one place to the next is long and dangerous, and this is no less true for societal advancement as it is for travel - perhaps even more so. But it is human nature to travel anyways, to throw oneself into the great unknown and achieve greatness. And...
 
Class of Concepts, Day 14 - Not all formatting is final. A large amount of out of character off-topic text will be edited out in the future.
JOE
[Andre is awarded 1 XP for refraining from Chaos usage for the whole day.]
[Mersault is awarded 1 XP for stasising the dolphincrab (Technically, his subsequent unstasising does not change the effect of the original stasis and he cannot get negative experience.), and 1 XP for stasising the dungeon core.]
[Joe receives 2 XP that appears to not have been logged, based on listed DCs, losses, gains and final XP amounts, and 1 XP from last Night.]


[A new Day is Dawning.]
[Vibrancy pulses out from the Class, restoring color and definition to all unexplored territories.]
[Today, Kaleidoscopic Capabilities uses the concepts 'Helicopter', 'Down', and 'Dress'(as in a dress, not clothing in general).]
[Rolling for certain occurences related to past events...]
[Noclip...2???: d60-40: 17. Success!]
[Operation Problem Hydra: 7. Semifailure.]
[Expand, Invaded Ward: 0. In Stasis.]
[Not A Homestuck Reference: (max, 6,8). The group, individual, force or concept not attempting to reference Homestuck gives up until further notice because Luck has clearly taken a hardline stance against actions which distinctly are not referencing homestuck.]
[What about the Rumble?: 20. Success.]
[A whole Day lies before you. What. do you do?]

Joe, personally, is missing due to certain overnight events! Don't worry, it's probably a good thing or he would've rerolled! His bag, and the lava/etc gun, are still in the room he was sleeping in.
คຖ໓rē ¢hค໐Ş
>Use piece of ice from the pile to gamble
The Winds Of Chance
Valueassessment: 1d70 (22) - 50

JOE
[the Gambling Machine does not acknowledge Ice as a valuable thing.]

คຖ໓rē ¢hค໐Ş
(Helicopter - create projection of sharp rotating helicopter blades from any part of the body)
(Down - ability to make others feel down, depressed with a gaze)
(Dress - create battledress for me or my allies when activated. Armour in the shape of a dress!)
JOE
[Reifying...]
[Gyroman Technique, Level 1]
[Projects helicopter blades tangent to any part of the body, already in motion. Grants a +3 to rolls that benefit from this and a +1 to rolls involving movement speed.]
[Feelin Down, Level 1]
[Makes a target depressed, giving them a -2 to all Rolls. Sustained indefinitely for up to 3 targets, then gains a DC of (targets-2)*(4-Level). Automatically deactivates if the target leaves line of sight, Enrolled negate if their Roll + their level is greater than your Roll + this skill level.]
[Blade Gown, Level 1]
[Creates a gown made of Swords which grants the wearer +2 to physical defence rolls and an extra chance to attack whenever they are attacked in melee range.]
[acceptable?]


คຖ໓rē ¢hค໐Ş
(I was thinking more about all these literal battle dresses from fantasy. Gown made of swords, how did you even think about it? I remember it. Sounds fun.)
JOE
(iirc I saw a dress made of swords in... somewhere, but I don't recall where. hm.)
คຖ໓rē ¢hค໐Ş
(Hmm, google search giving pretty weird results)
(But other two are good. Pretty much what i meant)
JOE
[Recalculating...]
[Armored Dress, Level 1]
[Creates, then sustains, a single red dress made of highly durable silk with metal reinforcements, granting the wearer a +4 to physical defence rolls but a -1 to physical activity rolls. For an investiture of 8 XP, the Dress can be made permanent.]
[Acceptable?]


คຖ໓rē ¢hค໐Ş
>Go find Meur and JOE. We probably should go away from the dangeon. Or finally find a way to uncrab JOE.
JOE
[Mersault has fallen asleep somewhere between wherever Joe went to sleep (probably the entrance to floor 3) and the big rainbow room.]
[Joe is nowhere to be found.]

คຖ໓rē ¢hค໐Ş
"Weird... I almost sure JOE didn't go out of dungeon. Maybe at night he did?"
>Try looking in the Secret Room
JOE
[as in the one on Floor 1?]
[Joe is not there (or anywhere else you crossed on the way there)]


คຖ໓rē ¢hค໐Ş
>Thoughts: "He probably went away to deal with crab issue. He is lucky, it could not be a bad thing, right?"
>Take Meur with me and go out of the Dungeon
The Winds Of Chance
Result: 1d20 (2) + 1d10 (8)

JOE
[You do that. Was the plan not to retrieve a bucket in the Dungeon, however?]
คຖ໓rē ¢hค໐Ş
(Well, its deeper down and I am not sure its possible to retrieve on my own)
(Maybe check this one later)
>Put Meur into Infirmary.
>Ask Iris, if she saw Crab-JOE around
The Winds Of Chance
????? (this roll is by Andre): 1d20 (5)
????? (actually this contradicts a lucky action by Joe being lucky so he also gets to add his d10): 1d10 (2)

JOE
[welp I guess this is happening now-]
["Joe became a Crab? wasn't he really lucky?- I haven't seen him, I thin-"]
[in the middle of Iris speaking, the ground rumbles loudly, and with a sharp jolt, drops out from under Andre and Iris. Iris yelps and stumbles, but is uninjured, as a machine. Andre can fly, so he maybe smacks into the ceiling but is probably fine.]

คຖ໓rē ¢hค໐Ş
>Try to catch anyone, who needs it near me
>Tell: "This is a bad sign".
JOE
[Mersault is in that stasis people go into when not present (read: he cannot be hurt because he is not here). Iris is a machine. The Xianxia trash is in bed, so cannot fall or be caught.]
[rather than dignify your obvious observation with a response, Iris rushes over to the Xianxia trash to see if they got hit hard enough to take 0.8 damage and die. They did not.]

คຖ໓rē ¢hค໐Ş
"Ok, I think you should take car and ride into the City. This place feels really unsafe right now..."
JOE
["...I don't think that's an option." Iris says, displaying IRISmaps on her screen. A circle of transparent black overlays the school.]
คຖ໓rē ¢hค໐Ş
>Fly out and check what the hell is this
JOE
[The School is quickly lowering into the ground. Like, imagine someone picked out the smallest circle of land which contains the School, and took everything in that circle and started moving it down. That is what is happening. The school is already some fifty meters down.]
คຖ໓rē ¢hค໐Ş
>Fly back.
"I have no idea what to do. We're going underground!"
JOE
[...Part of the pool was also included, making for a weird waterfall effect at the edge of the circle which does not seem to be raising or lowering the pools water level.]
The Winds Of Chance
perception: 1d20 (10)

JOE
["...Yes, I suspected as much when the ground dropped out from under me! Do you know why?"]
คຖ໓rē ¢hค໐Ş
"I have no idea! Probably this problem grew a bit too big." - walking around.
JOE
["-Which problem?"]
The Winds Of Chance
Chaosslimes Make Everything Worse.: 1d20 (12)

JOE
[(they failed, for now)]
คຖ໓rē ¢hค໐Ş
"Slime one. Or maybe dungeon. Its hard to tell". - thinking for a moment - "Maybe I could use Helicopter power to take you out? Not sure..."
JOE
["But the Core is in stasis?" Iris does not say, because she does not know that.]
["Helicopter power?"]

คຖ໓rē ¢hค໐Ş
>Go out with Iris and try to create biggest helicopter blades tangent I can. Try to using this additional strength to maybe lift Iris up. Just testing, not true flight!
JOE
[it appears the blades are able to allow Iris to hover and maybe fly.]
The Winds Of Chance
safety: 1d20 (7)

JOE
[Though they are also big enough that they cut into you when Iris is unable to stay exactly perfectly oriented, dealing 1 damage.]
The Winds Of Chance
exp loss roll, dc3: 1d20 (5)

คຖ໓rē ¢hค໐Ş
"This is not perfect. Maybe we should call someone? I should have asked Surf Girl for a number she can fly too..." - brooding nervously
The Winds Of Chance
Make This Even Worse?: 1d20 (5)

JOE
[(this does not get even worse.)]
คຖ໓rē ¢hค໐Ş
"I can use Chaos, I can conceptually Fuse something, I can live through death once, I have three almost meaningless random powers today... What should I do?" - going back into infirmary.
>To Iris: "I am going to scout for things. Maybe I can find some more info about what is happening."
JOE
[With a resounding crashing sound and another harsh jolt, the ground stops lowering ever downwards, having settled to a distance somewhere between 'Extremely Far Down' and 'Excessively Far Down'.]
คຖ໓rē ¢hค໐Ş
>Go scout. Maybe there is something, which can point me on meaning of this?
JOE
[Right now it is roughly noon, so the School is still in full daylight, but this will likely change.]
(...aaaaaaaaand I have to go.)
JOE
[Back.]
คຖ໓rē ¢hค໐Ş
(Oh, I thought you will not. Good to see you)
JOE
[When Scouting, Andre saw five large tunnels leading out from the edges of the hole. They are: a salt cave, a magical-looking tunnel with multicolor flora and fauna and clouds of luminous vapor, a tunnel covered in a thick fog, some kind of obstacle course tunnel with a lot of narrow spaces and a floor that looks distinctly sticky, and a tunnel which looks more like a really big hallway with a conveyor belt on the bottom, lots and lots of security doors(the first few are made of some kind of glass-like material), and number-code unlock panel dohickies.]
[(The tunnels (except maybe the hallway and fog tunnel) all turn after a moderate distance, preventing seeing their full contents from the starting point.)]


ImDead1ns1de
Meursault eventually wakes up from his nighttime nap. He is very confused about being in the infirmary.
JOE
["Good morning, Mersault! Andre carried you here after something he didn't explain for reasons he didn't explain. Joe is missing!" Iris helpfully notes.]
["Also the School descended... I think over a kilometer straight down?"]

ImDead1ns1de
Meursault is confused. Why would Joe be missing? Most of the time he's just asleep at night? Did he fall down a secret passageway? Meursault crabs over to look at the school.
JOE
[The school, aside from being in a cylindrical hole in the ground and cast in shadow as a result, and also the sections with the chaosslimes, is unchanged.]
คຖ໓rē ¢hค໐Ş
>Go back into school and tell others: "Well, there are weird tunnels now. Five in total. Feels dangerous. I need to prepare big guns, I suppose..."
The Winds Of Chance
Result: 1d20 (12) + 1d10 (9)

JOE
[It occurs to Mersault that maybe Joe broke all his arms and legs and is therefore trapped, wherever he is! Maybe he should Sustain Joe to fix this.]
ImDead1ns1de
Meursault feels concerned about this. Was this sinkhole a school only event or were other areas sunken too? He restagnates himself and sustains Joe, hoping that he didn't get friendnapped.
คຖ໓rē ¢hค໐Ş
"Oh, shit, this is Hole again..." - facepalm
JOE
[since Joe has so much HP, it might take as much as 40 minutes to heal him, but probably he is not That injured, hopefully.]
JOE
[=)]
ImDead1ns1de
Meursault covers his crab face and screams silently. The Hole would never leave.
JOE
[On an incidental note, the Hole To The Center Of The Earth is still in the School despite its descent; apparently the earth below the school went down too.]

คຖ໓rē ¢hค໐Ş
"Do you think its a good time to start fusing things? I mean, its already so bad. Not like making it worse would change anything?"
ImDead1ns1de
Meursault looks around to see if the surface has changed, and asks Andre what exactly he plans on combining.
คຖ໓rē ¢hค໐Ş
"I dunno. Arm myself with this Yellow Pen for a start." - sigh
JOE
[the surface?]
ImDead1ns1de
(the area not sunken around the school)
JOE
[-Mersault was in the school when it went down, so he is also trapped in the Giant Hole The School Gently Descended Into.]
ImDead1ns1de
Meursault remembers to alternate his sustaining between Joe who is hopefully alright and the rabbit in his backpack.
Meursault heads into school to check up on his crab friends.
คຖ໓rē ¢hค໐Ş
"I am going to check tunnels. Who with me?" - float slowly out of school
JOE
[Nothing in particular has happened to the Crab Friends of Mersault.]
ImDead1ns1de
Meursault crabs that he'll come with, mostly to make sure that a new disaster is spawned from Andre chaosing.
JOE
[the ones which are not Joe. Joe, as an unwilling Crab, does not count as a crab friend, just a normal friend.]
คຖ໓rē ¢hค໐Ş
>Go check Magic looking tunnel
The Winds Of Chance
???? enemy roll: 1d20 (6)

JOE
[Nothing immediately jumps out as Andre enters the magical rainbow tunnel. The various unpredictable animals are there, but not instantly hostile; Andre floats above the Flora, and around the clouds.]
[Mersault may have a harder time navigating this area since he cannot fly.]

คຖ໓rē ¢hค໐Ş
>Plan of dealing with enemies, if they attack:
>>Step one: Depress with a gaze.
>>Step two: shoot depressed enemy and change gaze target.
>>Step three: Repeat steps 1&2, while using Helicopter Blades to kill everything, which close distance
>Keep going. Try to keep an eye on Meur.
ImDead1ns1de
Meursault crabs around looking for more stuff to pick up.
The Winds Of Chance
Result: 1d20 (16)

JOE
[Boy is there alot of stuff for Mersault to pick up! There are sticks made of quartz and berries made of ice, and flies covered in(or made of) humus and little birds made of hundreds of tiny blue scales! a flock of bells like the dungeon made, but not hostile, roost on a large landline reciever made of slowly pealing paper, occasionally ringing to ward off tiny amethyst racehorses.]
[If Mersault is staying behind to pick even half this stuff up, he is Definitely going to get left behind by Andre. But that would probably happen anyway.]

The Winds Of Chance
Andre travel: 1d20 (16)

ImDead1ns1de
Meursault feels like this is a chaos wish made thing due to the sheer randomness around him. He crabs over to the bells to ask if anyone else has passed through here.
JOE
[Yep. Andre easily traverses the air, only needing to attack a few particularly industrious mosquitoes, a raincloud, and a few flying cupcakes on the way.]
The Winds Of Chance
bells: 1d20 (9)

JOE
[The bells do not recall anyone not native to the tunnel passing through recently.]
The Winds Of Chance
Result: 1d20 (19) + 1d10 (6)

คຖ໓rē ¢hค໐Ş
>Stop and look around for intresting things
JOE
[Somewhere far away, Joe is Doing Things effectively.]
The Winds Of Chance
Andre: 1d20 (12)

ImDead1ns1de
Meursault sprinkles salt on the ground to see if any of the tunnel things like it.
JOE
[what sorts of things? the Tunnel in your area has a ladder on one wall made of lug nuts, an inexplicable pink fireball, a few alarm clocks covered in spikes, and a portable hot tub (and a lot of other stuff, but I cannot describe enough to fill all that). Any of it strike your fancy?]
The Winds Of Chance
Result: 1d20 (10)

JOE
[The salt does nothing.]
The Winds Of Chance
????(may be inverted): 1d20 (9)

JOE
[The bells ask what that thingy you just sprinkled is.]
คຖ໓rē ¢hค໐Ş
>Go for a hot tub. See if it's any good.
ImDead1ns1de
Meursault crabs at the bells that the thing he sprinkled was salt, something he personally finds tasty but some others don't.
JOE
[It is an okay hot tub. Not the greatest, but it is portable.]
The Winds Of Chance
???: 1d20 (1)

JOE
[The bells ring (non-harmfully) in acknowledgement and float back to their nest.]
คຖ໓rē ¢hค໐Ş
"I found my paradise. This place is perfect!" - he said outloud.
The Winds Of Chance
????: 1d20 (15)

คຖ໓rē ¢hค໐Ş
>Check the pink fireball
JOE
[A sound comes from somewhere down the tunnel, like a few musical jingles mixed together. Mersault is too far away to hear it.]
[the pink fireball is not hot, and not solid, but somehow anything that hits it still stops moving towards it.]
[(You can tell it is not solid because it can pass through stationary objects)]

ImDead1ns1de
Meursault heads towards the ladder to see if it goes anywhere at all.
คຖ໓rē ¢hค໐Ş
>Get sudden streak of curiosity and mischief.
[Fuse: Pink Ghost Fireball + Ghost Moth]
JOE
[The ladder is quite some distance ahead; Mersault cannot see it.]
The Winds Of Chance
Result: 1d20 (2) + 4 - 1d7 (7)

ImDead1ns1de
Meursault walks over to Andre to see if he's found any passageways anywhere.
JOE
[...aight.]
[The Ghost Moth turns pink and wispy, like it is made of fire, and grows a fair bit larger. IT FLAPS OFF ANDRES HEAD BECAUSE IT CANNOT FIT AND FLIES DOWN THE TUNNEL AS IN BACK THE WAY ANDRE CAME, QUICKLY LIGHTING THE FLOOR THERE(AROUND THE ENTIRE LOOPITY) ON FIRE WITH PINK STOPPING FIRE.]


[Mersault absolutely does not reach Andre anywhere near soon enough to get past the stopping fire.]
คຖ໓rē ¢hค໐Ş
"Ah, this is so beautiful..." - look towards the way moth flew with weird expression on a face
The Winds Of Chance
Result: 1d20 (1)

ImDead1ns1de
Meursault just watches with a bit of resignment as the ghost moth lights everything on pink fire.
JOE
[Further occurences involving Andre will be in DMs until he reconnects with his allies.]
ImDead1ns1de
Now separated from Andre he turns around and starts looking for secret tunnels.
คຖ໓rē ¢hค໐Ş
>Remembers about Meur.
>Try to find him.
JOE
[The pink fire is tall enough that Andre cannot fly past or through it. The only way he can go is forwards; he is not instantly reconnecting with Mersault.]
The Winds Of Chance
Result: 1d20 (8)


  • JOE
    [Mersault does not find a secret tunnel, but there Are four other Main tunnels he saw earlier...]
    ImDead1ns1de
    Meursault naturally heads towards the salt cave.
    JOE
    [Mersault enters the Salt Cave. After the turn, he finds a strange contraption. There is a side-hallway with glass walls which spirals inwards for a substantial distance, full of spikes that jab up once each second, and buttons every so often in that hallway, clearly wired up to a giant doorway made of salt.]

    [Assuming an ordinary running speed, the spikes will jab up roughly 60 times over the course of someone traversing the hallway.]
    ImDead1ns1de
    Meursault decides to attempt that later and heads towards the thick fog tunnel.
    The Winds Of Chance
    Result: 1d100 (94) - 80

    JOE
    [Despite the thick fog, Mersault is able to get a very general sense of the Tunnels nature due to stumbling on a few holes in the floor and scattered objects. It seems to involve a scavenger hunt of some kind for the scattered objects to put them in the holes.]
    ImDead1ns1de
    Meursault pulls out his fan and attempts to blow the fog away.
    The Winds Of Chance
    Result: 1d20 (20)

    JOE
    [Mersault manages to blow a substantial amount of the fog away, revealing the location of all the objects involved in this section of the tunnel.]
    ImDead1ns1de
    Meursault hurries to pick up the objects in case the fog comes back and searches for the holes that they're supposed to be put in.
    The Winds Of Chance
    Andre XP loss roll: 1d20 (16)
    Mersault: 1d20 (7)

  • JOE
    [Does Andre continue down the tunnel, or wait unmoving where he is?
    คຖ໓rē ¢hค໐Ş
    >Stand there. Take tub and try breach fire using it. For exaple, by splashing
    JOE
    [roll result: 3 (from Random.org, as I cannot use the bot here.)
    [The pink stop fire stops the water, and is not put out.
    คຖ໓rē ¢hค໐Ş
    >Go down the tunnel
    JOE
    [The first deviation Andre sees is a pool of bubbling rainbow liquid blocking both sides; but as Andre can fly, he can easily surmount this.
    คຖ໓rē ¢hค໐Ş
    >Use the tub to touch it. Maybe scoop some,
    JOE
    [roll result: 8. The liquid evaporates soon after being scooped up.
    คຖ໓rē ¢hค໐Ş
    >Shrugs and keep going deeper
    JOE
    [The second deviation is a solid wall of a glass-like material. there is no obvious way to destroy it, and it blocks the whole tunnel; some nearby chaotic animals pass through it, but to Andre it is solid.
    [past it, Andre can see a giant golem made of cigarettes.
    คຖ໓rē ¢hค໐Ş
    >Close his eyes and go through. Perception is reality after all.
    JOE
    [roll result: 11.
    [With great difficulty, Andre manages to push his way through.
    คຖ໓rē ¢hค໐Ş
    >Ask cigarette golem about this great place
    JOE
    [The cigarette golem attacks, swinging its giant smouldering arm downwards at Andre.
    คຖ໓rē ¢hค໐Ş
    >Dodge and dress it
    JOE
    [Andre roll: 10(+4 Dress, -1 Dress)
    [golemroll: 2d20: 9+20
    [The Golem hits Andre, dealing 2 damage and knocking him into the glass wall, which he bounces off.
    [no XP lost.


  • JOE
    [Mersault picks up most of the objects, but misses a few that were similar colors to the floor.]
    ImDead1ns1de
    Meursault gets to trying to dump the objects in the holes in the floor and hopes that works.
    The Winds Of Chance
    XPloss roll: 1d20 (18)

    JOE
    [the holes made little jingling noises and light up green whenever Mersault drops in a correct object, red when he drops in an incorrect one. A heavy wooden door (that was also revealed when he blew away the fog) raises slightly for each correct entry.]
    ImDead1ns1de
    Meursault tries to see if there's a pattern between which holes accept which objects to hopefully complete the puzzle faster.
    JOE
    [...Nope! no pattern at all! You would need to see the future or something to know before guessing.]
    The Winds Of Chance
    xploss: 1d20 (18)
    ????????: 1d20 (2) + 4 - 1d7 (3)

    ImDead1ns1de
    Meursault continues with the object guessing until there's no more. Presumably since there's still a few left he hasn't picked up the door hasn't lowered fully yet.
    JOE
    [raised, actually, it was rising up not lowering down. Fortunately, Mersault is a crab, so he might still be able to fit.]
    ImDead1ns1de
    Meursault crabs around the room to see if there's anything he's missing since he doesn't want to accidentally get trapped trying to scoot under the door.
    The Winds Of Chance
    chaoswish: 1d20 (19)

  • คຖ໓rē ¢hค໐Ş
    "This is very naughty" - shoot it and fly away.
    JOE
    [Andre attack roll: 14(-1 Dress, +1 Gyro).]
    [Golemroll: 9+8]
    [Andre Defence roll: 1(+4-1+1)]
    [The Golem, as it turns out, is large enough to keep up with Andre and swat him out of the sky, taking a few bullets but hitting Andre again for another 2 damage and keeping him from escaping.]

    คຖ໓rē ¢hค໐Ş
    >Drew some random shapes on it with Yellow
    JOE
    [Draw roll: 8]
    [Golem: 5+8]
    [The Golem swats Andre off it before he can draw much of anything, dealing another 1 damage.]

    คຖ໓rē ¢hค໐Ş
    [Fuse: Golem + Ground]
    JOE
    [The stoneish/ash substance of the ground in this area rushes up into the Golem, making it far more physically durable and giving it a +5 on its Attacks!]
    คຖ໓rē ¢hค໐Ş
    [Chaos: disassemble the golem]
    JOE
    [-The golem is neatly disassembled into small, harmless and immobile pieces.]


  • The Winds Of Chance
    Mersault search2: 1d20 (12)

    JOE
    [Mersault finds one of floor-colored objects, but not all of them.]
    The Winds Of Chance
    does Iris do anything in the meantime as this all happens?: 1d20 (15)

    JOE
    [No.]
    The Winds Of Chance
    and hows Joe doin'?: 1d20 (8) + 1d10 (8)

    ImDead1ns1de
    Meursault heads over towards the door and tries to judge if the gap is big enough to crab through.
    The Winds Of Chance
    Result: 1d20 (15)

    JOE
    [...hm... he will need to take his backpack off temporarily while he does so, but yep, definitely big enough.]
    ImDead1ns1de
    Meursault slides his backpack off and crabs through the door.
    The Winds Of Chance
    ???? rethinks a certain strategery to not suck: 1d20 (6)

    JOE
    [(totally unrelated to Mersault.)]
    [Mersault enters the next room in this tunnel. There is an opaque box, and a dozen buttons, labeled with various shape-color combinations; and a single button indicating a start flag.]

    ImDead1ns1de
    Meursault attempts to press the buttons without pushing the start flag first.
    JOE
    [Nothing happens.]
    ImDead1ns1de
    Meursault reluctantly follows the implied rules and pushes the start flag.
    JOE
    [A musical tune plays at increasing pace for 15 seconds. Afterwards, the box rises up for one second, revealing the shape and color, then descends again.]
    ImDead1ns1de
    Meursault attempts to find the corresponding shape color button.
    JOE
    [Mersault easily does this, but pressing it does nothing.]
    ImDead1ns1de
    Meursault is confused by this. He tries looking around the room for a very convenient rulebook.
    The Winds Of Chance
    Result: 1d200 (186) - 180

    JOE
    [nope, no convenient rulebooks around.]
    ImDead1ns1de
    Meursault presses the start flag again.
    JOE
    [The tune starts playing.]
    ImDead1ns1de
    Meursault tries to find where the music is coming from.
    JOE
    [The music is coming from little holes in the walls.]
    ImDead1ns1de
    Meursault heads over to the wall holes and tries to look inside.
    JOE
    [The holes lead to, like... the inside of a speaker.]
    ImDead1ns1de
    Meursault checks the box this time.
    The Winds Of Chance
    Result: 1d12 (2)

    JOE
    [It is a different shape/color]
    ImDead1ns1de
    Meursault presses the corresponding button again.
    JOE
    [Nothing happens.]
    The Winds Of Chance
    Result: 1d20 (19)

    JOE
    [Maybe you need to press the button before the answer is revealed, during the otherwise-irrelevant fifteen-second wait?]

    ImDead1ns1de
    Meursault begins the guessing game of spamming the start flag button and whichever one is closest to him.
    The Winds Of Chance
    to determine time to first success.: 1d100 (72)

    JOE
    [After three or so tries, Mersault succeeds. The music emits a three-tone chime, and a section of stone next to the box turns green, positioned such that probably there are three such sections or it would look lopsided in the end.]
    ImDead1ns1de
    Meursault continues spamming the start flag and the closest button under the assumption that he needs to get it right three times.
    The Winds Of Chance
    Result: 1d12 (5)

    JOE
    [as soon as Mersault guesses wrong next, the green stone returns to its previous color.]
    ImDead1ns1de
    Meursault isn't really sure how he's supposed to guess the correct answer three times in the row.... He presses the start flag again and tries to listen to see if the music is different for every shape/color combination.
    JOE
    ((ooc, do you get what I'm going for with the tunnel designs or was I too subtle™️?))
    [the music is identical each time.]
    ImDead1ns1de
    (not really tbh? is it a game show thing?)
    JOE
    (Consider the list of tunnels:
    Chaos Tunnel. Salt tunnel. Foggy Tunnel. Obstacle Course With Sticky Floor. Hallway with keypads or something.
    Does this list seem like it suggests anything?)
    (gtg for a bit)
    ImDead1ns1de
    (oh its based around each enrolled/their concept?)
    JOE
    (yes, each tunnel is in some way based around an Enrolled.)
    ImDead1ns1de
    Meursault leaves the puzzle behind, Joe could probably get lucky enough to guess it right consistently enough. He heads towards the chaos tunnel again to check if the fire has died down enough yet.
    JOE
    [Nope! The pink fire ghost moth is still maintaining it from within.]
    ImDead1ns1de
    Meursault heads back towards the salt cave and tries to see if the spikes are tall enough that they'll rip his backpack even if he puts it on his head.
    The Winds Of Chance
    Result: 1d20 (9)

    JOE
    [...possibly. He could just take his backpack off?]
    The Winds Of Chance
    Result: 1d20 (11) + 1d10 (7)

    ImDead1ns1de
    Meursault leaves the backpack behind and begins his walk through the spike hallway.
    JOE
    [Mersault (since he is walking and not running) takes some 120 instances of 1 damage, which Stagnate Vitality would nullify even if he was not a Crab who takes -1 damage. When he is done, the giant doorway opens.]
    ImDead1ns1de
    Meursault tries to press some of the buttons in the hallway to see if they'll get rid of the spikes.
    JOE
    [oh, I assumed he was pressing those. If not, the door does not open.]
    ImDead1ns1de
    Meursault heads through the doorway presumably after going back to press all the buttons.
    The Winds Of Chance
    Result: 1d20 (2)

    JOE
    [In the next room, there is a chasm in the floor with glass on top (so the floor is still actually flat). In the under-floor hallway, a salt creature wades through water, trying to reach a red button near the next giant door, but dissolves into the water before it can do so; a second salt creature exits a hole in the hallways back wall afterwards, repeating the attempt.]

    ImDead1ns1de
    Meursault switches his stagnate to the poor salt creatures.
    JOE
    [The next Salt Creature succeeds without dying, opening the next door.]
    ImDead1ns1de
    Meursault attempts to communicate with the salt creatures by knocking on the glass.
    JOE
    [The salt creatures do not seem intelligent; they do not respond.]
    [In the third room is a salt golem in a circle with a sign next to it that reads 'Match my strikes blow for blow'.]

    ImDead1ns1de
    Meursault restagnates himself and crabs forward to see what happens.
    The Winds Of Chance
    Salt Golem attack: 1d20 (20)

    JOE
    [The Salt Golem attacks Mersault for 3 damage. (nullified by Stagnate).]
    ImDead1ns1de
    Meursault stagnates fortune.
    The Winds Of Chance
    Stagnate Fortune: 1d20 (3)

    JOE
    [The Salt Golem attacks Mersault. Roll Stagnated: it misses.]
    ImDead1ns1de
    Meursault swings back at it.
    JOE
    [roll Stagnated. Mersault misses. The golem swings back. Roll stagnated, it misses.]
    ImDead1ns1de
    Meursault attempts to hit the air next to the golem.
    JOE
    [Roll Stagnated. Mersault misses the golem and also that patch of air. Roll Stagnated. the golem misses again. Its left arm also inexplicably shatters into small pieces.]
    ImDead1ns1de
    Meursault just continues trying to hit the golem.
    JOE
    [Once seven out of eight Stagnated Rolls are expended, the Golem falls apart and the way forwards opens.]
    ImDead1ns1de
    Meursaulult continues onward.
    The Winds Of Chance
    Stagnated.: 3

    JOE
    [The next room contains a quickly-spinning conveyor belt, with a similar construct on the walls, floor and ceiling, pushing anything in the room back towards the entrance; and a strong downwards air current that prevents flying.]
    ImDead1ns1de
    Meursault...unstasises the dungeon and hopes it doesn't start growing like crazy and tries to stasis one of the floor conveyor belts.
    The Winds Of Chance
    !!!: 1d20 (16) + 1d10 (1)

    JOE
    reroll.
    The Winds Of Chance
    Result: 1d20 (10) + 1d10 (1)
    Result: 1d20 (18) + 1d10 (1)

    JOE
    [Mersault gets a feeling he should not do this.]
    [does he heed this sudden and inexplicable feeling?]


    ImDead1ns1de
    Meursault heeds the sudden oh no feeling and instead heads back towards school to somehow deal with the scrying pool crab.

    The Winds Of Chance
    clear Floor 4?: 1d20 (8) + 1d10 (6)

    JOE
    reroll.
    The Winds Of Chance
    Result: 1d20 (15) + 1d10 (1)
    Result: 1d20 (8) + 1d10 (4)

    JOE
    [...It seems it will take Joe some time to do that.]
    The Winds Of Chance
    ?????????: 1d20 (6) + 4 - 1d7 (5)

  • JOE
    [For reasons involving the overall design of this segment, it is important for your part of the exploration to not lag behind that of the others (where the others is just Mersault) in terms of time spent.]
    [The next notable deviation Andre will see is a large purple cloud filling the whole tunnel past a certain point for an unknown distance.]


    คຖ໓rē ¢hค໐Ş
    >Touch the cloud with tub. This thing is great for testing, after all.
    JOE
    [The cloud does not affect the portable hot tub.]
    คຖ໓rē ¢hค໐Ş
    >Does it smell?
    JOE
    [Flying outside of the cloud, you do not smell anything in particular.]
    คຖ໓rē ¢hค໐Ş
    "I feel like I am going to regret it..."
    >Try to use helicopter blades to create some opening in cloud and fly through.
    JOE
    [roll: 10]
    [The helicopter blades sort of work for a short distance, but after going maybe a meter or two into the cloud, all the air that moves in to replace the cloud-air they move aside is more cloud.]

    คຖ໓rē ¢hค໐Ş
    >Try to fly through. Be prepared for weird things.
    JOE
    [roll: 14. Upon entering the cloud, you immediately begin feeling tired, to a quickly-increasing degree.]
    คຖ໓rē ¢hค໐Ş
    [Fuse: Weird Cloud + Golden Rock]
    JOE
    [the golden rock being the one that was previously a giant statue with scales and a sword?]
    [The golden rock turns purple and starts faintly glowing, and only a small section of the cloud is included in the combination.]

    คຖ໓rē ¢hค໐Ş
    >I am partly a chaotic slime. Try to adapt to the cloud!
    JOE
    [roll: 14.]
    [You build up a partial tolerance to the sleep effects of this cloud, but not an immunity.]

    คຖ໓rē ¢hค໐Ş
    >Fly out of the clouded area
    JOE
    [You fly out of the clouded area. But strangely, you are still getting increasingly tired...]
    [roll: 1.]
    [you fall unconscious mid-air.]
    [Chaos deliverance activates!]

    คຖ໓rē ¢hค໐Ş
    (Roll 1, of course it shoud happen now!)
    JOE
    [You are transported back to (roll: 9) the School, your wounds are cured, and(d3: 1; dE: 🕑) time distorts to allow you to wake up immediately afterwards.]
    [roll: 17]
    [the glowing purple rock seems to be radiating tiredness... You are quite well-rested right now, so you are fine, but it could be dangerous to keep on you.]

    คຖ໓rē ¢hค໐Ş
    "I hate sleeping gas". - looks at glowing Golden Rock
    >Put the Rock on the nearest window sill.
    >Go outside.


  • The Winds Of Chance
    ????: 1d20 (14)
    ????????Act Fast????????: 1d20 (11)
    ???strategy???: 1d20 (2)
    The Winds Of Chance
    Result: 1d20 (19) + 4 - 1d7 (7)
    The Winds Of Chance
    Result: 1d20 (14) + 1
    Result: 1d20 (7) + 1
    xp: 1d20 (10)
    The Winds Of Chance
    Result: 1d20 (7)
    Result: 1d20 (18) + 1
    ????: 1d20 (8)
    Result: 1d20 (11)
    The Winds Of Chance
    ???: 1d20 (2)
    not mersault: 1d20 (17)
    Result: 1d20 (19)
    The Winds Of Chance
    Result: 1d20 (5)
    ???aaaa improvise???: 1d20 (15)
    perception: 1d20 (12)
    Result: 1d20 (19)
    The Winds Of Chance
    chaos: 1d20 (10)
    Result: 1d50 (21) - 30
    Result: 1d40 (17) - 17
    Result: 1d20 (11) + 4 - 1d7 (4)
    The Winds Of Chance
    Result: 1d20 (20) + 4 - 1d7 (1)
    ???obvious antagonist response that prooobably already happened???: 2d20kh1 (5, 18)
    Result: 1d20 (6) + 1
    The Winds Of Chance
    Result: 1d20 (15) + 1
    ???????: 1d20 (6)
    The Winds Of Chance
    ???: 1d20 (9)
  • JOE
    [Outside, you can see the five tunnels. The previously Fogged tunnel now has only a faint fog and the thusly-revealed door has been partially 'opened'.]
    คຖ໓rē ¢hค໐Ş
    >Carefully check previously fogged tunnel and the door.
    JOE
    [The fog of the previously-fogged tunnel is not sleeping gas. There are several holes in the floor, mostly with objects in them. The door is not raised high enough for a person to walk through, but a crab or a sorta-slime should be fine.]
    คຖ໓rē ¢hค໐Ş
    >Use Puddle Technique to go further into the tunnel
    JOE
    [In the next room, there is an opaque box, and a dozen buttons, labeled with various shape-color combinations; and a single button indicating a start flag. The next door does not seem to be open.]
    คຖ໓rē ¢hค໐Ş
    >Inspect the box. Maybe it can be opened?
    JOE
    [The box is on motorized rails, so it can be lifted upwards but not removed.]
    [(underneath is a shape in a color, lets say a green square.)]

    คຖ໓rē ¢hค໐Ş
    >Push the button indicating a start flag
    JOE
    [A musical tune plays at increasing pace for 15 seconds. Afterwards, the box rises up for one second, revealing a different shape and color, then descends again.]
    คຖ໓rē ¢hค໐Ş
    "Hmm, looks like some kind of puzzle..."
    >Push the button, revealed by the box
    JOE
    [Nothing happens.]
    คຖ໓rē ¢hค໐Ş
    >Where buttons are placed?
    JOE
    [Next to the start button, a moderate distance from the box.]
    (gtg)
    JOE
    (back)
    คຖ໓rē ¢hค໐Ş
    (Away again?)
    >Try to make box move on the rails
    JOE
    [You can move the box up, but it will just fall back down well before you can reach the start button.]
    คຖ໓rē ¢hค໐Ş
    (Now I am confused about how it looks like)
    JOE
    _____S_____
    BBBBBBBBBBBB
    ____________
    ____________
    ____________
    ____Box_____

    คຖ໓rē ¢hค໐Ş
    >Push start and then button, which box has now
    JOE
    [Box]
    [___]
    | ★ |
    |___|


    [the | is the rails.]
    [Oh. You press the button matching the boxes former contents; nothing happens. When the tune ends, the box rises up and reveals a different color-shape.]
    คຖ໓rē ¢hค໐Ş
    >Press start and try to push box in a position opposite the button it has now.
    JOE
    [...The box is on rails. It can be moved up, and that is all. It cannot reach any of the buttons.]
    คຖ໓rē ¢hค໐Ş
    >Go out of the tunnel
    JOE
    [You exit the formerly-foggy tunnel, returning to the School.]
    คຖ໓rē ¢hค໐Ş
    >Go check other tunnel
    JOE
    [which one?]
    คຖ໓rē ¢hค໐Ş
    >Let's try salt cave one
    JOE
    [The first giant door in the salt cave is open, but the second swings shut as Andre approaches.]
    คຖ໓rē ¢hค໐Ş
    >Knock on the closed door
    JOE
    [(-that being the one in the room with a chasm and a waterflow in it and salt golems trying to reach a button.)]
    [The closed door... is closed. There is no response to the knocking.]

    คຖ໓rē ¢hค໐Ş
    >Enter the open door
    JOE
    [...clarification. The salt tunnel has one giant door, which is open, next to a long hallway with buttons and spikes. Through the giant door, the tunnel continues, with a chasm in the floor (blocked off with glass) which shows salt golems being dispensed periodically, and trying and failing to reach and push a button before dissolving into the water; past the button is another giant door, and that one is closed.]
    คຖ໓rē ¢hค໐Ş
    >Touch the closed door and tear piece of paper out of notebook.
    [Fuse: Door Piece + Paper]
    JOE
    [That segment of the door is now made of paper.]
    คຖ໓rē ¢hค໐Ş
    >Try to tear it and go through
    JOE
    [roll: 12]
    [After a substantial amount of effort and struggling, you manage to tear enough of it (it is quite a bit of paper) to get through.]
    [In the next room, there is a pile of salt in a circle next to a sign reading 'match my strikes blow for blow'. The next giant door is open.]

    คຖ໓rē ¢hค໐Ş
    >Inspect circle and pile of salt
    JOE
    [The circle does not seem to be anything other than a discolored patch of floor.]
    [The pile of salt is made of various chunks of Salt. One of them looks kind of like it might have been a nose.]

    คຖ໓rē ¢hค໐Ş
    >Feel mischievous. Tickle the nose.
    JOE
    [nothing happens.]
    คຖ໓rē ¢hค໐Ş
    >Go towards the next door
    JOE
    [The next room contains a quickly-spinning conveyor belt, with a similar construct on the walls, floor and ceiling, pushing anything in the room back towards the entrance; and a strong downwards air current that prevents flying. There does not seem to be a giant door, open or otherwise, at the end; presumably the key challenge here is traversal.]
    คຖ໓rē ¢hค໐Ş
    >Try using Helicopter-Assisted flight to traverse
    JOE
    [You manage to make it roughly halfway into the room before the air current pushes you down onto the conveyor and drags you back to the entrance of the room.]
    คຖ໓rē ¢hค໐Ş
    >Try to do it again, but this time with a big run and jump
    JOE
    [The jump ends up making it harder to stay mid-height, causing you to bump into the ceiling, flip over, and crash into the ground again, taking 1 damage.]
    คຖ໓rē ¢hค໐Ş
    >Put Sandstone Block on the belt. Is it moving?
    JOE
    [It is not.]
    [You are pretty low on Sandstone.]

    คຖ໓rē ¢hค໐Ş
    (I dont need much, Just enough to use as checkpoints.)
    JOE
    [At the cost of all your remaining Sandstone, you make it most of the way there, then manage to leap/helicopter/fly the remaining distance.]
    [The next section of the tunnel has a sword made of salt resting on a podium, and continues onwards without an obvious obstacle for some distance.]

    คຖ໓rē ¢hค໐Ş
    >Paint shape using Yellow Pen and throw it into the room.
    JOE
    [Other than the shape electrocuting the floor on impact, nothing happens.]
    คຖ໓rē ¢hค໐Ş
    >Enter the room
    JOE
    [Nothing happens. The next 'room' continues onwards, at least far enough for the curve of the tunnel to conceal anything further.]
    คຖ໓rē ¢hค໐Ş
    >Try to take a sword from podium
    JOE
    [You do so successfully. It seems to be... a sword made of salt.]
    [Holding it sends a faint tingling sensation through your wounds, insofar as you as a semichaosslime can be said to have distinct wounds, slowly closing them.]

    คຖ໓rē ¢hค໐Ş
    >Make a few swings and go further into the tunnel.
    JOE
    [soon enough, you reach the end of the tunnel, where there is a key made of salt with a metal core, resting apparently unsecured on the floor.]
    คຖ໓rē ¢hค໐Ş
    >Throw yellow-shape first
    JOE
    [once again, nothing happens.]
    คຖ໓rē ¢hค໐Ş
    >Quickly go inside, take the key and leave the room.
    JOE
    [You take the key, and hear a loud thump from behind you. Turning around, a wall of salt- far enough away you could not have plausible avoided being trapped by it- now blocks the way back.]
    คຖ໓rē ¢hค໐Ş
    "As I thought..."
    >Prepare to fight. Just in case.
    JOE
    [...nothing else happens. You do hear sounds like Something moving in the walls, but to no apparent effect.]
    คຖ໓rē ¢hค໐Ş
    >Check the room for other exists. Maybe they are hidden?
    JOE
    [After some searching, you find a thin seam in the shape of a door, but there does not seem to be any way to open it.]
    คຖ໓rē ¢hค໐Ş
    >Try to poke key into it.
    JOE
    [nothing happens.]
    คຖ໓rē ¢hค໐Ş
    [Chaos: make this seam into real door leading somewhere safe]
    JOE
    [The chaoswish... does nothing?]
    คຖ໓rē ¢hค໐Ş
    "Ok, so it is a real door leading somewhere safe. Great."
    >Inspect the salt wall blocking the way. Maybe there is some way out, or crack?
    JOE
    [...nope, no visible way out.]
    คຖ໓rē ¢hค໐Ş
    >Try using projected helicopter blades as mining tool
    JOE
    [At the rate of progress the helicopter blades make, it will take at least thirty minutes, maybe as much as four hours, to get through.]
    คຖ໓rē ¢hค໐Ş
    "I need to think more creatively." - spit into hand.
    [Fuse: Part of Salt Wall + My Saliva]
    JOE
    [Part of the Salt Wall becomes a gross salt-saliva slurry, reducing the required time to somewhere between fifteen minutes and three and a half hours. ]
    คຖ໓rē ¢hค໐Ş
    >Put salt-saliva slurry aside, touch the wall behind it.
    [Fuse: Cylindrical wall section + Two cubic meters of air]
    JOE
    [It works literally flawlessly, turning the entire selected area into slightly salty air.]
    คຖ໓rē ¢hค໐Ş
    >Go out of the Salt Cave. Be ready for troubles on the way out.
    JOE
    [...It appears that each of the big wooden doors has been re-closed as well, and the conveyor belts have reversed direction.]
    คຖ໓rē ¢hค໐Ş
    >Use placed sandstone block to help me get on other side. They can block me sliding back via conveyor belts.
    JOE
    [You mess up on the first attempt, missing the blocks and getting conveyed back to the start.]
    คຖ໓rē ¢hค໐Ş
    >Is there no places without belts? Like, even corners of the room somehow have them? Sounds like mechanical wonder.
    JOE
    [...Nope? like, obviously the part of the belt that is going the other way is inside of the walls/under the floor/above the ceiling, so it does not help you.]
    คຖ໓rē ¢hค໐Ş
    >Try using blocks again. It worked in the past.
    JOE
    [On the second try, you succeed.]
    [...At which point the conveyors turn off.]
    [You hear a sound distinctly like someone tripped and fell over behind you.]

    คຖ໓rē ¢hค໐Ş
    >Look behind. Be ready to kill.
    JOE
    [It looks like... you? but, you before you became a furry, wearing a coat covered in pockets, and unarmed.]
    คຖ໓rē ¢hค໐Ş
    "Hello. Are you me from the past or my clone?"
    >Don't put my defences down
    JOE
    [human Andre gets up off the ground. "do you remember being me?", he asks as he dusts himself off and walks over.]
    คຖ໓rē ¢hค໐Ş
    "Don't go any closer, please". - take aim at him. - "Depends on what you mean by 'me'."
    JOE
    ["...Do you remember having this conversation while human?" He asks, stopping. "And why are you aiming a gun at me?"]
    คຖ໓rē ¢hค໐Ş
    "I can't recall it." - look at the other me. - "If you are really me, you perfectly know why. Can you tell me what happened from your point of view?"
    JOE
    ["Well... I don't know why." He replies. "Maybe I was... copied? from before the reason?- It's a really, really long story, but to summarise, I wandered through dark tunnels for a while until I found a tunnel with mole people and then they crowned me king for some reason."]
    คຖ໓rē ¢hค໐Ş
    "Even if you copied from the start of me being here, you would still have idea. Or I am a copy and you are original, doesn't matter." - smiles - "Answer one question, please. Rules of Chaos, in my native language".
    JOE
    [I am suspicious of the claim a copy of you from the start would know. You seemed pretty fine with the first copy of you that showed up.]
    คຖ໓rē ¢hค໐Ş
    (They would know. This is a reference my copy would know. This is an old things. I know what to ask from my copy, I thought about such situations)
    JOE
    [clarifier: the thing I am suspicious is that the copy would know Why You Distrust Them, not that they would know your references.]
    [I cannot actually give a rules of chaos answer since I dunno; assume the copy gave a roughly but not perfectly correct response.]

    คຖ໓rē ¢hค໐Ş
    (They would know. Until it is proven someone is really is my copy, I have right to distrust them. Its simple)
    JOE
    [...ah. I see.]
    คຖ໓rē ¢hค໐Ş
    >Put my weapon down: "Ok, you are like me."
    >Smile: "You know, other clone of me tried to kill me right after being created. Let's hope this is not Echidna situation. Wanna go out of this cave?"
    JOE
    [Human Andre nods and reaches into one of his pockets to fiddle with something.]
    คຖ໓rē ¢hค໐Ş
    >Wait and see

  • ImDead1ns1de
    Meursalt goes back to trying to deal with the scrying pool crab.
    The Winds Of Chance
    ???: 1d20 (15)

    ImDead1ns1de
    Meursalt unstasises the scrying pool crab after getting to where it is and attempts to ask it what would make it stop trying to kill crabs.
    JOE
    [As it charges off to find crabs to kill, it replies that it would need to not be able to kill crabs, because it dislikes crabs and has been vindicated by unwilling crabformation.]
    The Winds Of Chance
    ???: 1d20 (12)

    ImDead1ns1de
    Meursalt follows it after restagnating himself and tries to restasis it again.


  • The Winds Of Chance
    ???oh actually idea???: 1d20 (18)

    JOE
    [Suddenly, the floor under Mersault jolts and starts rising upwards. Indeed, this happens to the whole school area that has been lowered.]
    The Winds Of Chance
    stasis: 1d20 (6)
    scrying find crab to kill: 1d20 (1)

    JOE
    [(suffice it to say the scrying pool crab does not find victims for the next... hm... 4 rolls minimum.)]
    ImDead1ns1de
    Meursalt continues his stasis attempts.
    The Winds Of Chance
    stasises, dc 18.: 4d20kh1 (4, 12, 16, 7)
    scrying find crab to kill: 1d20 (13)
    one additional stasis attempt: 1d20 (9)
    ???: 1d20 (8)

    JOE
    [the scrying pool crab finds a couple of isolated crabs and begins attacking them.]

    ImDead1ns1de
    Meursalt stagnates the crab that's closest to the pool crab and once again tries restasising it.
    The Winds Of Chance
    scrying attack: 1d20 (1)
    stasis: 1d20 (2)

    ImDead1ns1de
    (The dice are unhappy today)
    The Winds Of Chance
    scrying attack again: 1d20 (7)
    stasis again: 1d20 (18)

    JOE
    [The Stagnated crab gets hit, but the crab reenters stasis.]
    [...so, did this accomplish anything?]

    The Winds Of Chance
    ???meanwhile...???: 1d20 (5)
    ??per??: 1d20 (4)

    ImDead1ns1de
    Meursalt has accomplished very little but wonders if Joe's idea thing of adding green coins to some sort of potion to reverse crabbification worked.
    He heads towards the dungeon to begin gambling.
    JOE
    [...it will take some time for the School to return to ground level! He cannot yet go to the dungeon.]
    The Winds Of Chance
    ???: 1d20 (7)
    ???: 1d20 (13)

    ImDead1ns1de
    Meursalt has indeed forgotten this very crucial thing and heads towards...the sticky obstacle course.
    JOE
    [unfortunately, the School has also gone too far up to reach those. It is in a sort of limbo where nothing valuable can be accessed.]
    The Winds Of Chance
    Result: 1d20 (1) + 1d10 (4)

    JOE
    reroll.
    The Winds Of Chance
    Result: 1d20 (17) + 1d10 (10)

    JOE
    [In other news, Mersault gets the feeling it is okay to turn off Dungeon Core stasis right now, in particular.]
    ImDead1ns1de
    Meursalt crabs around for a bit and hopes that Andre's tunnel had an exit he could access. Heeding the random strange feelings he turns off the dungeon core's stasis and hopes there aren't more earthquakes.
    The Winds Of Chance
    Result: 1d20 (19) + 1d10 (1)

    JOE
    [Nothing to worry about :)]
    [I mean, in this extremely specific regard.]
    [quite a lot of things to worry about in other regards.]

    ImDead1ns1de
    Meursalt heads back to the crab room to check if it's still broken.
    The Winds Of Chance
    ???: 1d20 (9)
    ???stealthy???: 1d20 (17)
    xplossroll: 1d20 (8)
    perception: 1d20 (7)
    ???: 1d20 (12)
    xploss: 1d20 (20)
    oh also crab room did it autorepair: 1d20 (8)

    JOE
    [The crab room is only in moderately better condition than previous.]
    The Winds Of Chance
    chaos: 1d20 (12)

    ImDead1ns1de
    Meursalt grabs a cup of crabwater.
    And heads towards the money room.
  • JOE
    [After a minute or so of fiddling, the closed door ahead begins opening. After two more minutes after that, the other further doors ahead will also be open.]
    คຖ໓rē ¢hค໐Ş
    "Did you find skeleton key or something?"
    JOE
    ["...sort of. More like the mole people did and gave it to me." Human Andre pulls out some kind of... salty ball covered in switches? and hands it to Andre.]
    คຖ໓rē ¢hค໐Ş
    "Dungeon core thing? Central control unit? Looks complicated". - learn its shape for a bit and give it back to Andre.
    JOE
    [As Andre(dragon) inspects the thing, He hears an unidentified loud sound from the opposite direction of where Human Andre is standing.]
    คຖ໓rē ¢hค໐Ş
    >Look towards it. Be ready to shoot.
    JOE
    [...There is nothing there. Another repetition of the sound occurs, with a small explosion of salt bits from a bit of the wall.]
    คຖ໓rē ¢hค໐Ş
    "Is this your friends?"
    JOE
    ["It shouldn't be and no sounds like them. I think it is not."]
    คຖ໓rē ¢hค໐Ş
    "Let's run away than". - grab my copy and fly out of the cave. - "Can you lock when we outside?"
    JOE
    [human andre nods. He stuffs something into a pocket and starts fiddling with the saltballthing.]
    [As Andre exits the cave(and human Andre closes the doors behind them), he finds the School is no longer there. Rather, there is a wall of rock that is steadily rising upwards, with occasional tunnels visible that are also rising.]
    [It is at around this point that human Andre cries out in pain and normal Andre feels like a bullet just went through him, dealing 2 damage.]

    คຖ໓rē ¢hค໐Ş
    >Block copy with my body and try to guess, where shot came from.
    JOE
    [Judging by the angle... an unremarkable-seeming patch of stone!... hm. probably not.]
    [Another bullet goes through normal (well, chaos-slime) andre and human andre makes a moderately more restrained pain noise, doing 1 damage.]

    คຖ໓rē ¢hค໐Ş
    [Chaos: transport us both to safety]
    JOE
    [Chaos transports you both to the depths of Snake Mountain. Erkin is there.]

JOE
[Yo if you are available Chaos just teleported Andre and Human Andre to Basically In Front Of You.]
คຖ໓rē ¢hค໐Ş
To Andre: "Are you dying? Where been shot?"
ImDead1ns1de
And then pours the crabwater on the vault door.
JOE
[Human Andre says "I think I'll live. They got me in the legs."]

คຖ໓rē ¢hค໐Ş
Saw Erking: "Erkin, we need some healing things quick! Do you have something?" - try to stop bleeding.
The Winds Of Chance
stop the bleeding: 1d20 (20)

JOE
[You successfully stop the bleeding.]
คຖ໓rē ¢hค໐Ş
"Where are we anyway?" - looks around
JOE
["...I don't know."]
คຖ໓rē ¢hค໐Ş
"So, how long ago our path divergence? Do you have Chaos too?" - relax for a bit.
JOE
["No, I don't have any special powers. Just a bunch of stuff I found in the tunnels below the School." He says, scratching his head. "I found some monitors for security cameras, so I know a bit of what's been happening, but not much."]
The Winds Of Chance
????: 1d20 (9)

JOE
[At this point, you suddenly get shot again for 2 damage, and some blood spurts out of human andres head, to which he makes appropriately pained noises and rushes to clamp a hand over it.]

The Winds Of Chance
xp: 1d20 (4)

ImDead1ns1de
Meursalt nudges the vault door a little to see if it's a crab now.
คຖ໓rē ¢hค໐Ş
>Terror
[Fuse: His Soul + My Soul]
JOE
[Mersault observes the vault door has already become a large, metallic crab which mersault gave a plushy and which is asleep.]
The Winds Of Chance
Result: 1d20 (13) + 4 - 1d7 (3)

ImDead1ns1de
Meursalt snacks himself for forgetting he did this. He nudges the vault crab a little to wake it up.
JOE
[...hm. I am not sure how to handle this outcome.]
[the soul fusion, I mean. the vault crab can just sleep because it is sorta Night.]

ImDead1ns1de
(they're fused but not perfectly?)
คຖ໓rē ¢hค໐Ş
(I don't let my copy just die! Second personality, memory fusion, whatever!)
ImDead1ns1de
(A timer before one of the Andres dies or something weird where they half share a body?)
คຖ໓rē ¢hค໐Ş
(I know, they would not let me die!)
JOE
[If it was a 5 or less I would say Human Andre dominates. If it as 16+ I would say main Andre dominates. But this is too middle of the road.]
ImDead1ns1de
(They have to agree on courses of action?)
JOE
[oh wait this just does not work because your souls are not objects.]
คຖ໓rē ¢hค໐Ş
(Shared vessel it seemed. Not fully fused, only where we are the same)
คຖ໓rē ¢hค໐Ş
(Soul is just impulses of the brain, biochemistry, software of the body)
(Its physical)
ImDead1ns1de
(the concept of a soul in concept land is...hmm. its a thing, does that make it an object?)
JOE
[Soul is a word specifically for non-physical such things.]
[that is, soul has very strong connotations of existing independently of the body, often inviolability, being the explanation for qualia, etc etc.]

คຖ໓rē ¢hค໐Ş
(Depends on your believe mostly)
JOE
[You could have a Concept-object which Represents 'Soul', like you have ones for Truth and Time and such, but a Soul is not natively an Object.]
Naan
Erkin snaps awake, and immediately questions "What are you doing here Andre? And why are there two of you?!"
JOE
["Chaos!" says Human Andre while trying to stem the bleeding, apparently still quite alive.]

คຖ໓rē ¢hค໐Ş
[Chaos: heal Human Andre]
The Winds Of Chance
Result: 1d20 (9)

Naan
"Also where is (sounds that make the name of Basilisk in snaketongue)"
JOE
[(Basilisk is still here but went back to sleep at some point)]
คຖ໓rē ¢hค໐Ş
"Erkin, shield!"
JOE
[(Basilisks scales are too tough for it to have been hurt incidentally without really bad luck.)]
[Chaos heals Human Andre by installing a gun into the damaged area.]

Naan
(Also just to mention this, at this point I am still some weird snake with wings hands and a skin pouch)
Ignoring the utterly Incomprehensible sentence by Andre, Erkin goes to wake Basilisk up
คຖ໓rē ¢hค໐Ş
>Check how is Andre doing
The Winds Of Chance
Result: 1d50 (19) - 30

JOE
[since it is sorta Night, Basilisk is deeply asleep.]
[Human Andre seems... fine?]

คຖ໓rē ¢hค໐Ş
"Ok, I am gonna chaos like never before, be ready!" - try to find some cover for us
Naan
"Wait! Let me gamble first!"
Erkin rolls the 8d8
ImDead1ns1de
Meursalt wanders over to the edge to see how long it takes for the school to become ground level again.
JOE
[the school is at ground level again by now.]
The Winds Of Chance
Result: 1d20 (16)
The Winds Of Chance
Result: 8d8 (4,4,4,5,5,5,6,6)

Naan
(Above average)
JOE
[Human Andre and normal Andre get shot again, dealing 2 damage to Normal Andre.]
The Winds Of Chance
xproll: 1d20 (20)

JOE
[...so anyway... the dice produce a skeleton (undead) with five arms! It looks very ugly.]
คຖ໓rē ¢hค໐Ş
[Chaos: create: monster to track down enemy-shooter and subdue them]
Naan
Erkin speaks to the skeleton "Hello, who are you?"
The Winds Of Chance
Result: 1d20 (12)

คຖ໓rē ¢hค໐Ş
>Cover Andre and Harden my Slime
JOE
[The is a temporary construct of the octet and, like many though not all such, cannot talk. it can, however, fight things.]
[Chaos creates a floating shape made of wolf heads pointing in all directions, which shall at some point track down the enemy shooter and maybe even subdue them! Currently, however, it attacks Andre.]

คຖ໓rē ¢hค໐Ş
[Chaos: Teleport wolf heads to the enemy-shooter]
The Winds Of Chance
Result: 1d20 (2)

JOE
[Chaos teleports the wolfhead thing into the past, and then back to the present in such a position that it telefrags Andre for 10 damage.]
The Winds Of Chance
xp roll: 1d20 (4)

คຖ໓rē ¢hค໐Ş
>Scare the creature with grin and growl
The Winds Of Chance
intimidation: 1d20 (19)

ImDead1ns1de
Meursalt ventures outwards but then makes the decision to find Iris to see if she knows where any classmates are.
คຖ໓rē ¢hค໐Ş
"I fucking hate snipers! Bloody murder!" - cover Andre and try to Harden Slime
The Winds Of Chance
???: 1d20 (11)
harden slime: 1d20 (6)

JOE
[The wolf head is extremely intimidated and runs off! It is around this point that Andre (and human Andre, despite the very slightly harder slime) gets shot again for another 2 damage.]
The Winds Of Chance
xp roll: 1d20 (18)

คຖ໓rē ¢hค໐Ş
>Point into direction, from where shot came from
[Chaos: Shoot fireball into direction I am pointing]
The Winds Of Chance
Result: 1d20 (14)

ImDead1ns1de
Meursalt crabs at Iris to ask if she knows where Andre or Joe may be.
JOE
[Chaos shoots a fireball in the direction you are pointing, which is the direction the shot must have come from based on the line of slime it pushed through and where human andre got hurt!]
คຖ໓rē ¢hค໐Ş
[Chaos: Teleport us both into infirmary]
The Winds Of Chance
Result: 1d20 (1)

JOE
[Iris knows someone was in the dungeon at some point, since more of it got loaded, and opines that Joe rarely loads new territory, so it was probably Andre.]
ImDead1ns1de
Meursalt naturally heads towards the dungeon and hopes Joe is a okay.
JOE
[Chaos waits patiently for Mersault to be out of earshot, then teleports the Andres to the infirmary. Normal Andre finds himself partially inside the wall, taking 4 damage and so dropping to 2 HP. Human Andre finds himself partially inside the ceiling, upside down,such that only his upper body is still untelefragged, and he is also stuck to the ceiling.]
The Winds Of Chance
xp roll: 1d20 (7)
The Winds Of Chance
????now is the time.: 1d20 (12)

คຖ໓rē ¢hค໐Ş
[Chaos: Heal us both]
The Winds Of Chance
Result: 1d20 (17)

คຖ໓rē ¢hค໐Ş
"I fucking hate you! I am going to try, until you are dead or everyone dead, you piece of shit!" - manic laughter and snap
ImDead1ns1de
Meursalt enters the dungeon and begins his descent to find Joe!
JOE
[Human Andre makes a clear aiming motion towards Dragon Andre despite having nothing in his hand.]
[At which point Chaos heals Dragon Andre for 9 HP and possibly heals Human Andre but he is still stuck in the ceiling.]

The Winds Of Chance
??invisible gun from yugioh abridged??: 1d20 (10)

คຖ໓rē ¢hค໐Ş
[Chaos: save us both!]
The Winds Of Chance
Result: 1d20 (10)

JOE
[Andre takes 1 damage from apparently bullet. Human Andre does not make a pained sound or gain any wounds.]
[Chaos right clicks and saves a copy of both of you in your current stats for later reference.]

Naan
Erkin is very confused at how Andre is still using Chaos wish when it clearly got him into trouble, but respects the sticking to beliefs. Meanwhile, Erkin attempts to play a game of charades to ascertain the intellect of the skeleton.
The Winds Of Chance
Result: 1d20 (20)

ImDead1ns1de
Meursalt crabs through the first and second floor as quickly as he can.
The Winds Of Chance
bulletgunshootbang: 1d20 (19)

คຖ໓rē ¢hค໐Ş
>Too far away to care...
>Adapt to resist bullet shots
The Winds Of Chance
resistance: 1d20 (15)

คຖ໓rē ¢hค໐Ş
[Chaos: get Andre out of the wall and heal him]
The Winds Of Chance
Result: 1d20 (1)

JOE
[Erkin finds the Skeleton is about human-level intelligent at following combat orders and otherwise not so much.]
[Andre the human shoots his gun again with pinpoint accuracy for 3-1(resistance) damage.]
[Mersault will find the dungeon has apparently been demolished starting at the place they previously stopped, the floor and walls having been disintegrated in large swathes and any enemies unrecognizable.]

คຖ໓rē ¢hค໐Ş
>Too stressed out to normally process thing, thinks they are still being shot from away
ImDead1ns1de
Meursalt heads forward trying to find Joe.
JOE
[Okay! Chaos does that. Specifically, Chaos takes the saved copy of Human Andre and moves it out of the wall, and heals it from any wounds it may have. Then it repeats this with the real one. There are now two human Andres! Actually, Chaos does a third for good measure and drops it off somewhere else to maybe be a problem in the future!]
The Winds Of Chance
The Many Invisible Guns of Doppelandre: 2d20 (2, 19)

คຖ໓rē ¢hค໐Ş
>Feel something wrong
Naan
Erkin motions for the Skeleton to follow him and continues going down Snake Mountain
The Winds Of Chance
Result: 1d20 (1)

Naan
(two ends huh)
คຖ໓rē ¢hค໐Ş
[Chaos: destroy all shooting weapons in ten meter radius]
ImDead1ns1de
(the dice giveth and taketh away)
The Winds Of Chance
Result: 1d20 (11)

JOE
[Mersault eventually finds Joe (even though he should be looking for Andre as far as he knows), human, at the bottom of the Dungeon behind a hole in the wall, next to the remains of the core, apparently asleep.]
ImDead1ns1de
Meursalt pokes Joe and looks around for any decrabifying potion leftovers.
JOE
[Andre takes another 2 gunshot damage, and then the invisible guns the dopellandres are holding disappear! but not the ones in their heads, since those serve an utterly worthless biological role.]
The Winds Of Chance
xploss: 1d20 (1)

JOE
[and Andre loses 2 XP.]
คຖ໓rē ¢hค໐Ş
>Find cover: "What are you doing? Echidna code, fuck!"
The Winds Of Chance
reply (higher is worse for realandre): 1d20 (14)
Andre hide: 1d20 (16)
the two visible headguns of doppelandres: 2d20 (10, 13)

JOE
[the following is an approximation, phrasing-wise.]
["The Echi-" one says, and the other interrupts "We're helping you!", and is then interrupted with "No we're no-" "obviously lying." "oops".]
[Another bullet finds Andre through the gaps in Iris being-in-the-way, dealing 1 damage.]

คຖ໓rē ¢hค໐Ş
[Chaos: pacify these three clones]
The Winds Of Chance
Result: 1d20 (2)

JOE
[THREE clones? Andre has only seen 2! Clearly, Andre wants himself pacified too! Andre falls unconscious. Also so do the other Andres, but for much shorter periods of time.]
ImDead1ns1de
Meursalt picks up the bits of broken dungeon core.
JOE
[Any potion leftovers would probably be wherever Joe was Before he used the gun to make his way through the whole dungeon, not wherever he got to by the end.]
Naan
(So what happened in snake mountain?)
The Winds Of Chance
Result: 1d20 (15)

JOE
[iirc the basilisk was the bottommost room.]
คຖ໓rē ¢hค໐Ş
>Disarm them using my sheer physical dominance, if I am still alive
JOE
[Mersault collects about 70% of a Dungeon Core in magical shards. These might be useful later.]
Naan
(Huh)
JOE
[Andre is currently unconscious, as are the others. Per Chaos, the human Andres must wake up a substantial period before the nonhuman.]
ImDead1ns1de
Meursalt makes the poor decision of sustaining the dungeon core bits for a second before returning the sustain to the rabbit still somehow in his backpack.
Naan
(Can I write in the Unshattered Tongue?)
The Winds Of Chance
Result: 1d20 (10) + 1d10 (8)

JOE
[The Dungeon Core Bits are 'Dungeon Core Bits', not 'Dungeon Core (damaged)'. It does not work.]
ImDead1ns1de
Meursalt puts them back in his backpack and attempts to drag Joe out of the dungeon.
JOE
[hm... not RAW. You could definitely get that with another level of the ability.]
The Winds Of Chance
does Mersault drag fast enough: 1d200 (174) - 180
does Joe wake upon the way: 1d200 (178) - 180 + 1d10 (2)

คຖ໓rē ¢hค໐Ş
>Is sleeping gas adaptation capable of making me wake up earlier?
Naan
(Welp time for the midly inconvenient task I guess)
JOE
[Nope! Chaos made sure to pacify you in specifically a way that would not help with, or accounted for the resistance.]
[considering how close the roll was, before Mersault and Joe get back, DopelAndres get 8 attempts to attack while Iris tries to stop them.]

The Winds Of Chance
pairs of 2: 16d20 (9, 13, 2, 17, 12, 11, 9, 14, 13, 19, 8, 6, 9, 3, 16, 12)
counts of 1: 8d20 (2, 12, 10, 14, 11, 4, 18, 13)

Naan
Erkin creates a skin sheet with scales in the design of a diagram of someone leaving at night and coming back in the day (in order to convey he will be back to Basilisk). He then cuts the skin off and leaves the mountain.
JOE
[2 damage; 1 damage; 1 damage; 1 damage; 2 damage; 1 damage; I think he is dead now.]
คຖ໓rē ¢hค໐Ş
(Not if something regenerated, but I am not sure. Also, I was healed before)
(Well, RIP. I don't think this is possible to adapt to death)
(To bullets, but probably not to death)
Naan
After heading west till he can no longer see snake mountain, he once again transforms into a bird and continues his journey.
The Winds Of Chance
Result: 1d20 (3)

JOE
[yeah, you healed 9 from 2 and then took ...hm... a lot of damage. at least 4, then another 8 here...]
Naan
(Did Andre die!?)
ImDead1ns1de
(oh boy)
JOE
[yes.]
[But worry not!(?) For Doppelandre is a Doppelganger of Andre, and so absorbs Andres memories/life/etc, as Doppelgangers to do, take his place!]

คຖ໓rē ¢hค໐Ş
(12 + 10 from bad teleport. 3/25, if I am lucky)
JOE
[I was counting specifically from after you dropped to 2. There is a bunch of damage before that.]
คຖ໓rē ¢hค໐Ş
(I think, its bad thing for everyone)
ImDead1ns1de
(so Andre has extra lives sort of except they try to kill him? Huh...)
JOE
[Andre may now play as Doppelandre1. Doppelandre2 still wants to kill him and become the main Andre, but all Doppelandres are immortal due to an earlier chaoswish, so.]
คຖ໓rē ¢hค໐Ş
(Oh, I know work around)
(If Fuse still working)
(Change is not a death after all)
JOE
[(also, note: Andre procced Chaos Deliverance during the DM period. It sent him back to School, then he went into the Salt tunnel, got through the mostly-already-solved challenges, and got trapped by doppelandre, etc etc)]
คຖ໓rē ¢hค໐Ş
(Something like)

>Put both hands on my brothers
[Fuse: Doppelandres + Myself]
The Winds Of Chance
Result: 1d20 (7) + 4 - 1d7 (5)

JOE
[Chaos helpfully fuses you into an abomination with 4 legs, 4 arms, and two heads, all sticking out at odd angles.]
ImDead1ns1de
(wait Andre is immortal too? Oh dear.)
Naan
(So what happened here?)
คຖ໓rē ¢hค໐Ş
>Fly away, if still possible
JOE
[In that case... you end up back at School because you went West, not East.]
The Winds Of Chance
Result: 1d20 (11)

JOE
[With great difficulty, you can squeeze through doors.]
คຖ໓rē ¢hค໐Ş
[Fuse: My First Head + My Other Head]
The Winds Of Chance
Result: 1d20 (15) + 4 - 1d7 (4)

JOE
[This all said, I did not schedule the full day for this, and the Doppelandre Crisis has been resolved, after a fashion, so ordinary Night status returns.]
คຖ໓rē ¢hค໐Ş
(Oh, this was night? Terrible night...)
JOE
[(DoppelAndre will probably have a hard time explaining himself to Mersault but that is not under my decisions.)]
[Also, Mersault arrives, seeing Andre is human(???) with 4 arms, 4 legs, and only 1 head.]


ImDead1ns1de
Meursalt crabs wildly in distress.
คຖ໓rē ¢hค໐Ş
>Smirks and snaps
[Chaos: teleport to the gas station]
ImDead1ns1de
Andre???? Is that you or a horrific mutated clone??? Crabs Meursalt.
The Winds Of Chance
Result: 1d20 (18)

JOE
[Iris yells "That's a doppelganger! He and he killed Andre!" before returning to sleep mode.]
Naan
Erkin looks down at the school to see if he notices anything wrong, after all a period this long without the school being damaged is nearly impossible!
The Winds Of Chance
Result: 1d20 (10)

ImDead1ns1de
Meursalt wildly crabs at the thought of Andre being dead.
He asks Iris where the body was.
Naan
(Huh, digmata hasn't been on in a while)
JOE
["And then he absorbed it!" Iris replies, then returns to ultrasleepmode.]
ImDead1ns1de
Meursalt wildly crabs off to find any other awake classmates or potentially stumble upon Andre.
The Winds Of Chance
Result: 1d20 (1)

ImDead1ns1de
The hole!
It calls to Meursalt!
Surely the doppelandre blob was hiding there?
คຖ໓rē ¢hค໐Ş
[Chaos: return my body into ChaosDragonSlime shape]
The Winds Of Chance
Result: 1d20 (6)

คຖ໓rē ¢hค໐Ş
(Abomination just became more horrible)
ImDead1ns1de
Meursalt crabs towards the hole and rolls to see if common sense would prevail.
The Winds Of Chance
Result: 1d20 (13)

ImDead1ns1de
Hmmmmm
คຖ໓rē ¢hค໐Ş
(...and stumbles to fall, when common sense prevailed and he tried to stop😄 )
ImDead1ns1de
Meursalt thinks to himself.
Maybe....hmmm...the hole looked empty.
And how would the blob get down there....
Meursalt thinks more.
The Winds Of Chance
Result: 1d20 (9)

ImDead1ns1de
Clearly Meursalt should stop thinking when it comes to chaos.
He throws some salt at the hole.
JOE
[Chaos returns your body into chaosdragonslime shape by messily reshaping all your limbs and breaking bones as needed. any benefits of that shape are not included.]
ImDead1ns1de
The salt presumably falls infinitely and maybe meets the core of the earth.
คຖ໓rē ¢hค໐Ş
[Chaos: give me ability to use my soul for thinking and acting, if my body destroyed or severely wounded]
The Winds Of Chance
Result: 1d20 (9)

JOE
[Chaos gives you the ability to do that, given you go insane first and stay that way. The process of giving you that ability also puts you to sleep for a while.]
[Further details about Doppelandres past/character for Andres benefit: Initially it only a bit of Andreness, but gained Andreness as it hurt him directly or indirectly and approached victory, which is how it roughly said the code thing. It did not stop trying to kill him because, as a doppelganger, it is, like... 'a copy of andre(to varrying degrees) Except it is going to try and kill and replace him, change as little as possible'.]
[After falling down, it made terrain generation attempts each Night and eventually managed to generate a Mole Man style place full of minions, which it then used to make a giant apparatus to move the School area down and up(classic Mole Man villain scheme.), and set up the tunnels.]


[The tunnels were each themed after a different enrolled to get the enrolled to split up, and set up to lock once cleared so everyone would be stuck isolated for as long as it took doppelandre to kill and absorb Andre, after which doppelandre planned to save everyone and make up a lie about using chaos to something something found the master key something something.]
ImDead1ns1de
(doppelandre is very into the evil mastermind thing I see)
คຖ໓rē ¢hค໐Ş
(Yeah, he wasn't me. I would not be able to follow this plan. I am really bad at planning)
JOE
[(Until absorbing Andre, Doppelandre only knew about the abilities the enrolled had when doppelandre was dumped in the Hole, so Mersault for instance was only 'tested' on Stagnate Vitality, Impose Stasis, and Stagnate Fortune.)]
[(this is why all Namis tests were about 'see slightly into the future!'.)]
[unfortunately(?), Doppelandre did not plan for Chaos Deliverance and did not have a sleep gun or anything due to limited resources underground (most of the tunnels contents are not Conceptobjects, but normal objects Doppelandre either scavenged from a specific chaotic area created by the Falling Chaos, or had the molemen make.), so Doppelandre could not make Andre be asleep in a non-Andre tunnel, which is really the only safe way to kill Andre.]


[and so he improvised by running over to Andre and hoping to kill him via Invisible Gun From Yugioh Abridged and willful abuse of his immortality. Which worked out... eventually, kinda.]
[also, the Immortality is why Doppelandre got 'mitigated failure' when Cavernous rolled a 1. twice.]

คຖ໓rē ¢hค໐Ş
(Well, be careful what you wish for, it might just come true)
JOE
[It can be assumed that any personality traits this displays which Andre cannot simulate were 'thrown out' when Doppelandre absorbed the original.]
คຖ໓rē ¢hค໐Ş
(This situation is so weird)
ImDead1ns1de
(would sustain fix Andres blobbiness or is that a dice roll/nah?)
Meursalt looks down the hole carefully and sees no doppelandre blobs anywhere and is forced to consider that blobdre is not there.
JOE
[it Probably would.]
["But Mersault! The Hole is very deep! Maybe they are at the bottom!"]

("" to indicate jokes, not someone talking.)
[to be fair Doppelandre was in the Hole(or at least areas accessed principally through the hole) for the past week and change]

ImDead1ns1de
Meursalt heads back outside because adventuring down The Hole feels like a very long adventure, even if blobdre was there. He heads back towards the dungeon to try and find any possible remnants of the decrabifying potion Joe maybe drank.
JOE
[Oh yeah and another thing Doppelandre knows: the chaoswater clipped through the floor of the school into the giant raising and lowering system, so there are now three locations with chaoswater.]
[doppelandre, being immortal and in need of things to kill Andre with, was fine with this at the time.]

ImDead1ns1de
Meursalt crabs around the third floor of the dungeon looking for signs of potion things.
The Winds Of Chance
Result: 1d20 (2)

JOE
[he finds nothing.]
[(oh, and Joe already looted the chaos bucket)]

ImDead1ns1de
Meursalt goes to the city to get rid of the hole 2.0 only to realize he might not be able to drive with crab claws. He instead picks a random direction and starts crabbing westwards.
JOE
[ah shoot I missed that, sorry:]
[The windows in one corner of the school are glowing with pulsating rainbow light. bottom-right, bottom floor, so... the same side you arrived from.]


Naan
Erkin sees the rainbow lights and decides that since its a rainbow it can't be too harmful and checks it out
JOE
[on closer inspection, the rainbow lights are literal thousands of chaos-liquid slimes packed into the confined space.]
The Winds Of Chance
one of them tries to attack Erkin.: 1d20 (7)

JOE
[the Window holds strong.]
Naan
Erkin mutters to himself, "That's not good". And promptly tries to gamble a solution
The Winds Of Chance
Result: 8d8 (8, 6, 7, 1, 1, 6, 7, 2)

JOE
[Erkin levels up! Now Erkin can fight without losing XP since the DC will be 0.]
[that said, the octet does not present a solution. It presents a fish in a crown with a trident that is barely not falling over.]
[and also the world reiterates that it is Nighttime.]

คຖ໓rē ¢hค໐Ş
(Doppelandre is a weird name, too long. Just call me Chaos 😜 )
ImDead1ns1de
Meursalt goes back to school and tries to see if Joe has the anti slime bucket in his backpack or something.
Naan
Erkin looks at the fish, then the dice, then the slimes and decides this is a Daytime job. He grows a blindfold over his eyes and goes to sleep there and then.
คຖ໓rē ¢hค໐Ş
(If Doppelganger took away everything, which makes me, well, me... Does it really mean I died? Sounds like a strange reincarnation)
ImDead1ns1de
(it might be some sort of mix of the stuff that makes you you and some of doppelandres doppleandreness?)
JOE
[Well, the order of operations is first the Doppelandre(which had already absorbed a bit of Andreness but not most of it) kills Andre, then it absorbs Andre. So there was a brief period of time wherein it is fairly unambiguous that Andre was dead.]
[Doppelandre also has a bunch of memories main-Andre did not, and the self-identity of being 'a doppelganger of Andre that killed and replaced-became the original', rather than, say, 'Andre who has ended up in the body of the doppelganger'? if Doppelandre is honest with the others/under truthforcing magic, he would refer to himself first as Doppelandre, and optionally then note this arguably qualifies as Andre in some philosophical senses.]

คຖ໓rē ¢hค໐Ş
('a doppelganger of Andre that killed and replaced-became the original' - sounds like something pretty messed up in thier head)
(And also fusion thing probably bring even more discord. Although, these two where just copies. So they probably did not have many differences from original Dop)
JOE
[Chaos has made a total of 3 Doppelandres. #1 killed main Andre and absorbed Andre with the help of #2; #1 then fused with #2. #3 was created somewhere far away to cause future problems and is still at large.]
คຖ໓rē ¢hค໐Ş
(Well, I am a villain again. Although, after achiving his goal doppel probably going to do sometging else. Only target he may try to hunt down - last clone, because he knows this is the enemy)
คຖ໓rē ¢hค໐Ş
(Do you think I am lucky today?)
JOE
[...Since Doppelandres original plan was to replace OriginalAndre without anyone else knowing or finding out, I do not think it implies general villainous actions in the future.]

คຖ໓rē ¢hค໐Ş
(Probably not. I think, he would just do his things without care about other classmates. Because first part is done - copy took place of the original. But other know about it. Nothing can be done about it. Also, he no longer just Doppelandre, because he took pieces of Andre. )
JOE
[well, yeah he is now DoppelandrewhoreplacedbecameAndre, but original Andre was not villainous, so I would not expect this to make him more villainous?]
คຖ໓rē ¢hค໐Ş
(Well, memory erasure may be an option to make second objective true. But why at this point, really? )
(However, he still could be a villain in the eyes of others. Or just because general instability.)
(Just stuff to think about, I guess)
คຖ໓rē ¢hค໐Ş
>Wake up
>Suffer
>Get thoughts together
[Chaos: turn me into DragonChaosSlime with Endbringer-like physiology]
The Winds Of Chance
Result: 1d20 (10)

คຖ໓rē ¢hค໐Ş
>Faint again
JOE
[Congratulations! in the morning, the Gas Station you are in will become a dragon/chaos/slime-themed Endbringer.]
คຖ໓rē ¢hค໐Ş
(Guess I was lucky only yesterday)
JOE
[Chaoswishes for whole-ass new superpowers have a much-increased tendency to go wrong because you are asking for a lot.]
คຖ໓rē ¢hค໐Ş
(Reasonable. This is a big scale. Let's hope this will be interesting)
 
Hah! You all thought I was dead, or perhaps greatly inconvenienced by my evergrowing workload. Unluckily for any naysayers, I just had to spend an hour in line with naught save my phone! Thusly, I have finished my essay. It can be found, in all of its 1199 word + a paltry attempt at a bibliography glory, below.

docs.google.com

God Diversion - Parallels between Gothic Horror and the Tarot

Human history is one of processes. The path from one place to the next is long and dangerous, and this is no less true for societal advancement as it is for travel - perhaps even more so. But it is human nature to travel anyways, to throw oneself into the great unknown and achieve greatness. And...
Well a promise is a promise you get two vote markers.
 
Well that for sure is neato! Something to keep in mind next time I shake my fist angrily at a problem.
 
Alright, vote's locked - Contingency wins.

With all the omake, I do believe you should be able to afford everything within it and then have a bit of Credit left over.
 
If we discuss things between now and the update, does this increase our discussion modifier for the purposes of all preceding omakes, or does the discussion modifier period stretch from vote-locking to vote-locking?
(Also, is the discussion modifier multiplicative with the purchased x3.5, or additive/the same thing? I assume the former.)
 

View: https://imgur.com/a/ME59DWI
THE RED FLAME FLICKERS ON THE WALL OF THE CAVE
SMEARED WITH OCHRES, BERRY DYE, CHARCOAL
MAKING THE GREAT ELK MOVE,
MAKING THE MASTODON BREATHE,
MAKING THE HUNTERS RACE KILL.

WATCH THEM SEEKING TO PLACATE
AND UNDERSTAND THE WORLD ABOVE.
THIS THEY KNOW:
THIS THEY UNDERSTAND:
THERE IS DARKNESS, EVERYWHERE, OUTSIDE.

THE DARK IS EVERYWHERE; AND THOUGH THE SUN COMES UP,
AND THOUGH THE FIRES BLOSSOM, AND ARE TAMED,
THE DARKNESS IS THERE.
THE DARKNESS IS WAITING.

AND THE THINGS IN THE DARKNESS
THAT WHISPER BEFORE THEY FEAST,
THEY ARE TO BE PLACATED AND PERSUADED,
THEY ARE TO BE LOVED AND SACRIFICED TO,
THEY ARE TO BE PRAYED AND DISTRUSTED.

AND SO THERE IS MAGIC.


IN THE NILE DELTA THE SANDS WHISPER
OF DOG-FACED GODS
AZURE SACRAB BEETLES,
TALL SHADOW WOMEN
THAT PAD LIKE GREAT LIONS ACROSS THE DUNES,
BLOOD AND HONEY DRIPPING FROM THEIR JAWS.

AND MAGIC.


FROM FAR CHÍN AND DISTANT CHU, BY THE WATERS OF THE YELLOW RIVER
THE DRAGONS ARE WALKING DISCOURSING IN SAGE ANALECTS,
"REVERE SPIRITS, BUT KEEP THEM AT A DISTANCE",
THE LORDS OF THE NINE HEAVENS RIDE CHARIOTS OF ORCHIDS,
AND THE WU WOMAN DREAMS OF DARK BAMBOO GROOVES,
THE LORD OF THE EAST COMES TO LOOSEN HER ROBES OF WHITE RAINBOW,
SHE DREAMS THEY RIDE IN A FISH-SCALE CHARIOT,
FLANKED BY GRIFFINS,
AND IN THE SKY PAPER KITES ARE FLUTTERING.

WHEN SHE WAKES HE IS GONE,
FOR A WHILE SHE LOITERS, PACING TO AND FRO

SHE DREAMS AGAIN:
FROM MEETINGS AND PARTINGS NONE CAN EVER ESCAPE,

NOR FROM MAGIC.


IN THS LANDS OF OLIVE AND LAUREL,
WHERE THE GODS WALK,
WE WATCH A S0LDIER PISS AROUND HIS CL0THES,
LOPS AWAY A WOLF.
— AT THE HEART OF EVERY MYSTERY,
WHISPERS THE TWICE-BORN BOY, WHO ROSE FROM THS DEAD,
IS THE GRAIN OF MY CORN, AND THE WINE OF MY BLOOD.
DRAMA, VINES AND GOAT-FEET FOILOW HIM INTO THS WORLD.

THE WITCH-QUEEN ALWAYS HAS THREE FACES; WHO WAITS AT THE CROSSROADS,
FOR YOUR SACRIFICE;
WAITS IN THE UNDERWORLD,
IN THE SACRED GROVES,
IN THE MOON..
SHE SITS BENEATH A DEAD KING, HANGING FROM A TREE BRANCH,
AND WILL SHOW YOU ALL MANNER OF ELEGANT CHARMS.

ABRACADABRA
ABRAXAS...



MAGIC.
 
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While we wait for the results of our latest scheme, I'd like to raise an interesting question regarding Sol's suite speciality - namely, porque no los all of them? Surely the lesser benefits to all four suite-classes is of equal value to one super benefit?
 
While we wait for the results of our latest scheme, I'd like to raise an interesting question regarding Sol's suite speciality - namely, porque no los all of them? Surely the lesser benefits to all four suite-classes is of equal value to one super benefit?

The benefits of devoting are quite extreme, not just with the special ability but with how effective we are with the magic we employ. It's a very large power boost, especially when combined with levels in destroyer (or potentially, our new fancy eldritch theme).
 
Pangothicon (Empowerment)
Pangothicon (Empowerment)

Not advanced empowerment, yet. We'll tackle that next chapter.

Choose a new Aspect to incorporate:

[ ] Aspect: Eldritch - Inside of your meager form, an elder power has taken root: research into the forbidden finally bearing fruit as a cohabitator from beyond our stars. The Aspect manifests primarily as a symbiote within the Enrolled's body, an existence that slowly congeals into more dangerous, intelligent, and independent alignments. It feeds off of the Enrolled's mentality and brainwaves, absorbing foremost their least flattering traits. Its presence within the body confers baseline physical benefits: improved condition, accelerated healing, and even rapid restoration of blood. In return, as wounds accumulate, the Enrolled's inhuman truth is revealed, and the symbiote gains more control.

Its Techniques manifest foremost as spellcasting assistance: it can form extrusions that act as capable familiars, enhance the Enrolled's casting reserves, or more crudely, as offensive and defensive tendrils.

[ ] Aspect: Vision - The Eyes That See Dark Truths, an artifact of Gothic provenance and immense Thematic influence, is woven into an Aspect. It metamorphoses the Enrolled's eyeballs into starlike ponds, as black as the cosmic void, with enthralling pinpricks of variegated starlight. Prolonged eye contact produces fascination, eventually developing into suggestive states. Effort channels insanity and madness through the eyes. Passively, they grant enhanced awareness of abstract concepts and ideas with a negative valence: weaknesses, addictions, horrifying secrets, and above everything, dark truths.

Its Techniques allow for the deployment of more permissive madness, as well as improved control: temporary states, instead of permanent breakage; even channeling specific manners of psychic shattering to inflict amnesia, aphasia, dysmetria, and similar conditions.

[ ] Aspect: Transgression - A superficial guise of humanity concealing moral turpitude and depravity, stemming from an ultimately inhuman nature. In transgression beyond moral limits, strength. As the Aspect's level increases over time, so does your despair and vulnerability diminish, improving the effects and gathering of Will, until you resemble a being of average motivational capability. However, you're also blithely accepting a slow degradation of your moral faculties, every step further down an invitation to continue down the dark path.

Its Techniques center around enhanced charisma, the spread of deviance and corruption, and instincts for inflicting lawlessness on nations and causing the dissolution of social mechanisms in groups.

[ ] Write-in (12 Credit)

The new Aspect will not be available immediately. It'll be inculcated during your next set of classes with the Educator.

Furthermore, you can select two (2) of the following artifacts:

[ ] Red Athame - Found in a cultist's atelier, any cuts made with this crimson-gripped athame do not bleed naturally, instead producing an outpouring of scarlet flame. Its sensation is agonizing, an overwhelming assault on the senses; capable of rendering even the most powerful men insensate with utter torment. The magus responsible for dealing the cut can psychically direct the flame, stoking further injury or assaulting the foe's allies. Flames are fed by blood; inoperational on non-hematopoietic organisms.

It seems to have at least several other properties you have not discovered yet.

[ ] The Necronomicon - Or a workable copy of the original, at least. It contains over a hundred pages, each one inscribed with tidbits of forbidden lore: summoning invocations for eldritch monsters, binding sigils and alchemical procedures for dealing with and controlling the same, and a cornucopia of surprisingly innocuous and non-malevolent spells, ranging from a one-phrase incantation that shoots forth a bolt of dissolving acid to a dance that creates a field of impassable mud.

It doesn't inflict madness, as it seems the cognitohazardous sections were ripped out by one of the previous owners.

[ ] The Spirit Lantern - A metal-and-glass lantern with a hovering azure wisp locked within; the form of an ancient spirit, now made into a flashlight that shines on your way. It can speak to spiritually sensitive individuals within its vicinity, and whispers to you, introducing itself as Frederick von Zonenzarzern. It'll attempt to cajole and convince you to release its seal with a plethora of rhetorical machinations: something your divinations inform you would be unwise.

Its presence strikes absolute fear into spirits lesser than itself, and can even induce a mild, creeping doubt that mounts over time into peers. Furthermore, its light can be released in order to progressively inflict ruin and harm on those same entities, and it can be tapped for energy in a pinch. It also repels mosquitoes.

[ ] The Revolver - A six-shooter embossed with unrecognizable sigils. As long as the shooter says the words, "I deliver your retribution in steel," before squeezing the trigger, a nearly unbreakable mental effect will compel the target to stand still. Furthermore, it contains six magical rounds that contain the weaknesses of every supernatural creature imaginable, from blood-drinking vampires to howling werewolves to vile magicians, and even the Enrolled. However, nothing can restore the rounds once they are spent, unless you learn to manufacture extra.

[ ] The Brass Cube - A rather literal mystery box: six-sided and made of brass, each side demarcated into three sections, each with its own glowing seal. It has stubbornly refused even your most thorough divinations, and so you've not the faintest clue what its contents may be.

---

Will: 25
Credit: 4.1
XP: 1,640+
 
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