Difference between revisions of "Ten Million Miles of Rock"

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(Created page with "These treasures, these caches, are buried deep and warded well. To open them will require Knock to pierce far and deep. Or perhaps Lantern might light another way? ===Expedit...")
 
 
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These treasures, these caches, are buried deep and warded well. To open them will require Knock to pierce far and deep. Or perhaps Lantern might light another way?
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Lock text: It is human nature to hide treasures. To hide them deep below miles of stone and rubble is the nature of something else. We'll need light, or perhaps a convenient opening.
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Start text: These treasures, these caches, are buried deep and warded well. To open them will require Knock to pierce far and deep. Or perhaps Lantern might light another way?
  
 
===Expeditions===
 
===Expeditions===
 
* The Impossible Laboratory
 
* The Impossible Laboratory
 
* An Anachronism
 
* An Anachronism
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* The Valley of Teeth
  
 
===Requirements===
 
===Requirements===
* Lantern (Invokes the FNORD)
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* Lantern (Invokes the Architeuthian)
* Knock (Invokes the FNORD)
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* Knock (Invokes the Anaconda)
  
 
==Lantern Invocation==
 
==Lantern Invocation==
FNORD
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We call upon the Architeuthian
* Lantern 10: FNORD
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* Lantern 10: We call upon the Architeuthian, who shows the path to progress. There is always a better way to victory. We shall find it.
* Lantern 5: FNORD
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* Lantern 5: We call upon the Architeuthian, who may not be resisted. This rock is only a barrier to the knowledge that we seek. We can probably find a weakness in it.
* Lantern 1: FNORD
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* Lantern 1: We call upon the Architeuthian, who crushes his foes. The tentacles of the Architeuthian have crushed the tools of Hours. We might utilize a small fraction of that power to crush rock.
* Lantern Success: FNORD
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* Lantern Success: A glimpse of light! A crack in the rock, just wide enough to slip through. A small tunnel that barely permits a human. But we have made it, scratched and battered though we are.
* Lantern Failure: FNORD
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* Lantern Failure: Nothing. Flesh is too weak to penetrate rock for long, and this seal was made to deter Names. We have failed.
 
==Knock Invocation==
 
==Knock Invocation==
FNORD
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We call upon the Anaconda
* Knock 10: FNORD
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* Knock 10: We call upon the Anaconda, who is undeterred. A thousand wards cannot stop it from passing. Neither shall it stop us.
* Knock 5: FNORD
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* Knock 5: We call upon the Anaconda, who may not be denied. A serpent can go anywhere it pleases, and the Anaconda more than most. Invoking the power of the serpent will probably breach this rock.
* Knock 1: FNORD
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* Knock 1: We call upon the Anaconda, who pierces its foes. The Anaconda's fangs are the sharpness of a razor, and the sword it wields can split the skin of the world. An iota of that power might assist us.
* Knock Success: FNORD
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* Knock Success: An opening blade! A tap with a chisel imbued with the power of Knock, and the rock collapses as though it was sand. We will have to do a bit of digging, but we will pass.
* Knock Failure: FNORD
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* Knock Failure: Nothing. This was a seal meant to deter Names from entering, and we are but mortals. We will have to try again.
  
 
[[Category: Threats]]
 
[[Category: Threats]]
[[Category: Perils]]
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[[Category: Seals]]

Latest revision as of 08:00, 31 July 2018

Lock text: It is human nature to hide treasures. To hide them deep below miles of stone and rubble is the nature of something else. We'll need light, or perhaps a convenient opening.
Start text: These treasures, these caches, are buried deep and warded well. To open them will require Knock to pierce far and deep. Or perhaps Lantern might light another way?

Expeditions

  • The Impossible Laboratory
  • An Anachronism
  • The Valley of Teeth

Requirements

  • Lantern (Invokes the Architeuthian)
  • Knock (Invokes the Anaconda)

Lantern Invocation

We call upon the Architeuthian

  • Lantern 10: We call upon the Architeuthian, who shows the path to progress. There is always a better way to victory. We shall find it.
  • Lantern 5: We call upon the Architeuthian, who may not be resisted. This rock is only a barrier to the knowledge that we seek. We can probably find a weakness in it.
  • Lantern 1: We call upon the Architeuthian, who crushes his foes. The tentacles of the Architeuthian have crushed the tools of Hours. We might utilize a small fraction of that power to crush rock.
  • Lantern Success: A glimpse of light! A crack in the rock, just wide enough to slip through. A small tunnel that barely permits a human. But we have made it, scratched and battered though we are.
  • Lantern Failure: Nothing. Flesh is too weak to penetrate rock for long, and this seal was made to deter Names. We have failed.

Knock Invocation

We call upon the Anaconda

  • Knock 10: We call upon the Anaconda, who is undeterred. A thousand wards cannot stop it from passing. Neither shall it stop us.
  • Knock 5: We call upon the Anaconda, who may not be denied. A serpent can go anywhere it pleases, and the Anaconda more than most. Invoking the power of the serpent will probably breach this rock.
  • Knock 1: We call upon the Anaconda, who pierces its foes. The Anaconda's fangs are the sharpness of a razor, and the sword it wields can split the skin of the world. An iota of that power might assist us.
  • Knock Success: An opening blade! A tap with a chisel imbued with the power of Knock, and the rock collapses as though it was sand. We will have to do a bit of digging, but we will pass.
  • Knock Failure: Nothing. This was a seal meant to deter Names from entering, and we are but mortals. We will have to try again.