TUESDAY LABYRINTH
STATS
Bravery = STRENGTH AND SPIRIT!
Wit = BRAINPOWER!
Charm = MAGIC? APPEAL?
Quest = YOUR ABILITY TO EXPLORE!
All in all, you'll be told when to roll, but this is there in case anyone wants to know.
ITEMS
Blade: Once in each [Room] you may add 1D6 to your OWN Attack.
Medkit: Once in each [Room] you may attempt to heal someone for 1D6 HP.
Rod: Once in each [Room] you may roll 1D6 to assign a random status effect to living creature.
Bow: Once in each [Room] you may roll 1D6 to aid in evading a trap OR attack. We don't know why this bow does this, but it does.
OTHER NOTES
- Characters do not have access to stigmas or their own abilities.
- Characters have been changed into outfits FITTING of their class!
- They do not have any other items than listed, and they have no other effects on their person when they arrive.
Bravery = STRENGTH AND SPIRIT!
Wit = BRAINPOWER!
Charm = MAGIC? APPEAL?
Quest = YOUR ABILITY TO EXPLORE!
All in all, you'll be told when to roll, but this is there in case anyone wants to know.
ITEMS
Blade: Once in each [Room] you may add 1D6 to your OWN Attack.
Medkit: Once in each [Room] you may attempt to heal someone for 1D6 HP.
Rod: Once in each [Room] you may roll 1D6 to assign a random status effect to living creature.
Bow: Once in each [Room] you may roll 1D6 to aid in evading a trap OR attack. We don't know why this bow does this, but it does.
OTHER NOTES
- Characters do not have access to stigmas or their own abilities.
- Characters have been changed into outfits FITTING of their class!
- They do not have any other items than listed, and they have no other effects on their person when they arrive.

PLEASE OOCLY SELECT YOUR CLASS FOR YOUR CHARACTER
Bravery: 4
Wit: 1
Charm: 1
Quest: 2
DOCTOR - armed with a medkit, capitalizes on healing
Bravery: 1
Wit: 4
Charm: 2
Quest: 1
MAGE-R - armed with a rod, capitalizes on inflicting status effects
Bravery: 1
Wit: 2
Charm: 4
Quest: 1
RANGER - armed with a bow, capitalizes on evading danger
Bravery: 2
Wit: 1
Charm: 1
Quest: 4
Re: PLEASE OOCLY SELECT YOUR CLASS FOR YOUR CHARACTER
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STARTING ROOM
ahead of you is a single door.]
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...this is different.
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Oh, how exciting!
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(even if the view is dampened somewhat by the huge chunk of scarring taken out of the right side of her neck to shoulder) ]
... Ah-- um. Uh.
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You do look very nice.
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Oh. Um. Again?
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ROOM 1
To your left is a door.
To your right is a door.
Behind you is a door, but it's the one you just came from.
Oh, but for no particular reason, everyone will need to roll 2D6 + [Quest].
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Nightingaaaaaaale.
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...ehe.
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O-oh, there was nothing like this before...
[ 2d6+4+1d6 = 14 ]
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1/2
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Heading RIGHT
ROOM 2
In one skeleton's hand, however, is a pristine apple. If you should go for this apple though, let me know! For reasons.
To your right is a door.
Behind you is a door, but that's where you just came from.
Re: ROOM 2
Do you suppose the apple is a trap?
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1/2
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ROOM 3
Before you can get a better look at the room, there's already another trap--one right above each of your heads as you pass through the doorway, in the form of a heavy guillotine coming down very quickly.
Roll me a 2D6 + [Quest]! And since it's a trap, if you have the bow you may choose to add a 1D6!
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anyway maybe she's just on alert for problem bones so she's sliding on under that with a 12. bye ]
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[ already ducking and rolling though, and I guess since she shot the bow she's going to uh... try to shoot the guillotine blade off course.
3d6+4 = 11, which is pretty unimpressive given what she's working with but ok. ]
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... which is definitely not enough to avoid a guillotine in time. ]
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7.
huh. guillotine. what's going on with that guillotine? ]
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