@Incredium
Flavor: 3 - The flavor text made me laugh.
Design: 1.5 - I love 'gain control of target wall', but the evasion granting feels disconnected.
Development: 2 - it makes more sense from a design perspective to make the effect less niche, but the power level still feels pretty low. I'd sort of favor 'gain control of target creature with defender // target creature can only be blocked by creatures with defender this turn'. I'll also note that 'unblockable' was un-keyworded, so it should be 'can't be blocked'.
Luck: 6 (4+2)
Bonus: +1 - no traps here!
Total: 13.5
Also: only one common and one uncommon loot item, please. I can accept the five Idols as a cycle though if that's the one you want to submit.
Outcomes and Challenges
With a firm hand, Goreteg pulls the door open - literally. A good choice too - on the opposite side of the door, he sees a glowing crystal attached to the metal handle of the door, which seems to be giving off sparks. Being paralyzed in a dungeon was a novel experience the first time, but not one Goreteg was eager to repeat.
On the opposite side of the door, Goreteg finds the first signs of life in the ruins. He enters a large room littered with tables and boxes, which appear to have been brought in recently. The decorations are rather sparse, but this seems to be some sort of dining area, based on the ancient symbology of... a group of hooded kor sitting around a table eating a meal. They all seem rather distracted at the moment, but Goreteg suspects they will notice him soon, and the won't be happy with his intrusion. He pockets a piece of Food on a table close to the door before advancing.
Challenge: Interact with the kor!
Restriction: Must be a spell capable of affecting multiple creatures.
Bonus: +1 if the spell can be cast during upkeep, before the kor can act.
(note: you are currently in the ruins, at location 16)
BWOOOOOOON - the sound of the horn echoes far and wide for many moments until, with a loud crack, the horn breaks - it doesn't appear to be usable again. However, Illenen feels optimistic that another adventure will heed the call. Whether that adventurer is still outside the ruins or if they will meet inside remains to be seen. However, based on how many clerics there are, it seems inevitable that others have already noticed the situation and are nearby. That said, based on how many disabled patrols Illenen has noticed while investigating outside, it seems like several adventurers have already made their way inside, so he decides to advance in hope of meeting up with them.
Soon after entering, Illenen finds a sure sign that others have come this way already - the entryway was initially lined with torches to illuminate the darkness, but multiple torches have been removed. Not enough to plunge to hall into total darkness, but enough to make one tread a bit more carefully. A few more steps in, and the hallway branches to the left and right. It appears that the right path quickly turns back to the left and leads to a room, while the left path turns right and leads deeper inside. However, the left path also appears to be partially blocked by rubble, making it more difficult to traverse.
Challenge: explore the ruins!
Restriction: none... but you'll have -2 to your check if you try to attempt to traverse the left path without a good plan.
Bonus: +1 if you can make use of prior ruin-delving experience
(note: you are currently at location 'c')
Special: if you wind up at the same location as another adventurer, you may be able to team up for a bonus!
(and obviously, as the person that blew the horn, you can't qualify for the bonus below)
Advancing down the hallway to the right, Ivan enters the room and take a look around. The room itself is somewhat plain - the walls are decorated with an elaborate mural, but it also appears to be extremely faded with age. Other than that, the most notable feature in the room is a massive wooden door, which appears to have been opened recently - Ivan suspects that the scent Sky was following came from whatever creature opened the door. However, it doesn't smell like anything alive - either a mechanical creature or one of the undead. Either way, it's hard to know whether or not it would be friendly.
Fortunately, it doesn't appear that the door is trapped - whatever opened the door made sure of that. With catlike tread, Ivan and Sky peer in the door - it's difficult to make out exactly what is inside, but it appears that the door-opener is still present, and currently investigating the next room. Friend, or foe? It's hard to tell.
Challenge: Interact with the other creature!
Restriction: None.
Bonus: +2 if you know the other creature's name.
(note: you are currently at location 22)
With a quiet whisper, Lurgyan reminds the door of the crushing passage of time. Left alone, perhaps the door would have been a worthy barrier for a decade... but after a thousand years, pretty much everything turns to dust. Everything, that is, except a small gemstone that peeks out of the remains of the barrier - it appears that this Treasure was powering the defense mechanisms attached to the door. Either way, Lurgyan pockets it and continues to the next room.
In that room, Lurgyan finds what appears to be some sort of workshop. A simple cabinet and a workbench lie on the right side of the room, while the left side has an archway which appears to lead to another room. There are several stalactites hanging from the ceiling, dripping water into the middle of the room.
Challenge: investigate the room, or advance onwards
Restriction: none, although you may wish to be stealthy
Bonus: +1 if you can make use of the workshop
(note: you are currently at location 14)
Gumuz begins to rush down the hallway. After a few steps, he slows down to make a turn when he hears an ominous 'click', followed by several enormous stone blocks falling down from above. WHUMMMMP! The goblin attempts to leap to safety, but still gets grazed by the trap, taking 7 points of damage (1d4+4). On the plus side, with the way behind mostly blocked, the vampire is unlikely to follow. Nursing his wounds, Gumuz continues onwards deeper into the ruins.
Further down the corridor, Gumuz finds himself in what appears to be a small vestibule. This room appears to be the more formal entry room for the ruins - it has some ancient carvings lining the walls, although it is difficult to make out the exact meaning of the figures. Other than that, there isn't a lot of note in the room. However, there are three apertures of note: a closed wooden door to the left, a stone door straight ahead that appears to have been torn open, and an archway to the right which appears to lead to a closet. It looks like more exploration is necessary.
Challenge: Explore the ruins!
Restriction: none
Bonus: +1 if you can make use of prior ruin-delving experience
(note: you're inside the ruins, at location 10)
(also, as the person that activated the trap, you can't qualify for the bonus below)
With what is a rather energetic burst of activity for a usually inanimate object, the door swings open, allowing Gamwatt to see into the next room. The lock attacked to the door skitters for a few moments before falling silent once again. With that dealt with, Gamwatt advances into the next room.
In that room, Gamwatt finds what appears to be some sort of workshop. A simple cabinet and a workbench lie on the right side of the room, while the left side has an archway which appears to lead to another room. There are several stalactites hanging from the ceiling, dripping water into the middle of the room.
Challenge: investigate the room, or advance onwards
Restriction: none, although you may wish to be stealthy
Bonus: +1 if you can make use of the workshop
(note: you are currently at location 14)
Additionally, everyone is able to hear a very loud noise that they believe came from the entrance of the ruins. To an untrained ear, it is difficult to determine the exact cause or meaning of the noise - it could be the blow of a warhorn, the roar of an enormous and angry baloth... or the rumble of the entrance collapsing. Anyone that is able to correctly identify the cause of this noise and either make use of this knowledge (or incorporate it into their plans) may add a +2 bonus to their check this round.
There are actually two correct answers! You can only make use of one of these bits of knowledge though.
One sound is the horn of an adventurer, calling for help / attempting to rally forces to fight against the clerics.
The other sound is that of a trap caving in one of the entry paths to the ruins.
Other Stuff
Thanks to everyone that submitted loot! I'm going to be putting it in a table to pull from starting next round. May have to slightly tweak a few items, but otherwise stuff looks sweet. Because it seems on-theme, the rarity of the loot that will be awarded will be proportional to a draft pack -
10/15 chances for a common,
3/15 for an uncommon,
1/15 for a rare (with a 1/4 chance of upgrading to mythic), and
1/15 chance for a token (because awarding a basic land doesn't make sense).
I've also noticed scores slowly creeping up a little over time, possibly due to people acquiring more gear, and possibly just due to people getting better at designing cards. From a design perspective, this is why people have a strength score / maximum carrying capacity.... but if you feel like an additional challenge,
you may take a -4 penalty for a second loot roll (assuming you still score high enough). Note that you won't actually get two items - you'll just be given two options, and you can choose one to keep. I don't actually expect people to actually take this option that often (-4 is a pretty big penalty) but I'm always a fan of player-chosen difficulty / high-risk, high-reward mechanics.
Next update planned for
10/22.