Difference between revisions of "Ten Million Miles of Rock"

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(Expeditions)
 
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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===
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===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: Seals]]
 
[[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.