Monday, June 7, 2021

The Buried: A Wretched & Alone Game - Logs 5-9

(Listen to logs 1-4 here.)

Audio Log 5


DRAW: 6 CARDS I’m really burning through these cards. But when I think about it, until I draw the Ace of Hearts it doesn't really matter how many cards I draw. There is no advantage or disadvantage to drawing more or less cards on a turn. You are going to draw the exact same cards regardless of whether they are one or two in turn or five or six in a turn. And finally, the number of cards in the deck below the Ace of Hearts does not change. (I'll explain the importance of that later.) So in the end, drawing 6 cards doesn't really hurt me.

CARD 1: LIGHT OFF - 10 OF DIAMONDS - You find a note, you think in Sam’s handwriting. All it says is ‘Watching You. Never Run.’

CARD 2: LIGHT OFF - JACK OF DIAMONDS - You find Matt when you round a corner. Bastard survived the collapse, but it looks like they aren’t long for this world. They beg you to put them out of their misery. Pull from the tower.   Pull: Sixteen 1’s.   46 dice remaining.

CARD 3: LIGHT ON - 8 OF DIAMONDS - You hear laughing in the distance. It's impossible to tell from which direction it came from, but after hearing how unhinged that laugh sounds, you are just glad it's not there with you.

CARD 4: LIGHT ON - KING OF DIAMONDS - SIMON comes looming out of the darkness, a bloody pick in his hand, and madness in his eyes. Pull from the tower. Do not discard this card. Set it to the side, and if all four Kings have been drawn, then your struggle with SIMON has failed, and you have died.   Pull: Six 1’s.   40 die remaining.

CARD 5: LIGHT OFF - ACE OF HEARTS - You are on the right path, you know it. The air seems just a little bit more fresh, and the tunnels seem to be trending upwards. Do not discard this card. Set it to the side, and place 10 tokens on it. Each day after writing in your diary roll a six-sided dice. On a roll of six, remove a token. If you remove all tokens, you have found the way out.

(Now the number of cards drawn each turn is important. Since each turn gives you another chance to remove a token, the greater number of turns, the more chance to remove tokens. To draw out the number of turns, now I want low card rolls.)

CARD 6: LIGHT OFF - 5 OF SPADES - The path forks...both ways look identical though. Which way do you go? Why? Did you choose right? Roll a D6, and on a 4, 5, or 6 pull from the tower.  Roll: 5   Pull: Five 1’s.    35 Die remaining.

Token Check Roll:  2  No Tokens are removed  Total Tokens: 10

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Audio Log 6


DRAW: 2 CARDS   That's better.

CARD 1: LIGHT OFF - 4 OF HEARTS - You have found a small stash of food. A couple of granola bars, a bottle of water, a battery pack with 1 charge. Why were they left here? Who left them?

CARD 2: LIGHT ON - 3 OF CLUBS - There is something in the dark. It will hover around the edge of your light, but in darkness, it comes close. Sniffing. Following. Muttering. Cackling. Touching Darkness. Pull from the tower. Light on - NO PULL  

So far I’ve been doing a decent job of timing these darkness pulls.

Token Check Roll: 4  No Tokens are Removed.  Total Tokens: 10

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Audio Log 7


DRAW: 3 CARDS

CARD 1: LIGHT OFF - 4 OF CLUBS - Someone has scrawled, in blood: VOIDLIGHT! The SHAMBLER comes! Rejoice! DIE!

CARD 2: LIGHT ON - 3 OF DIAMONDS - In your sleep, someone robs you of a granola bar. How on earth could they manage that? You see their footprints in the dust, but you soon lose the trail. Pull from the tower.   Pull: Eleven 1’s.   24 dice remaining.

CARD 3: LIGHT ON - 9 OF SPADES - The tunnel narrows badly. Do you try to squeeze through? You can’t see how far it’s like this, it could slow you. But it could be the way. Roll a D6, and on a 4, 5, or 6 pull from the tower.  Roll: 2 NO PULL

Token Check Roll: 3  No Tokens are Removed.  Total Tokens: 10

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Audio Log 8


DRAW: 4 CARDS

CARD 1 - LIGHT OFF - 3 OF HEARTS - You wouldn’t eat human flesh, would you? It hasn’t gotten that bad yet, has it? The fact you are even considering it plays hell with your stress. Pull from the tower.   Pull: Six 1s.  18 dice remain.

CARD 2: LIGHT OFF - KING OF SPADES - You round a corner, lost in thought, and are now teetering on the edge of a crevasse. Pull from the tower. Do not discard this card. Set it to the side, and if all four Kings have been drawn, then you have fallen into the crevasse, breaking both legs. Death soon follows.  Pull: Three 1s.  15 dice remain.

CARD 3: LIGHT ON - 8 OF HEARTS - You find a small pool of water, enough to refill your bottle even. Water has never tasted so clean and cool.

CARD 4: LIGHT OFF - 4 OF SPADES - You stumble upon a crevice. Do you try to jump across, or find a way to go around? Darkness. Roll a D6, and on a 4, 5, or 6 pull from the tower.  Roll 2. NO PULL.

Token Check Roll: 6  Remove a token.  Total tokens: 9

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Audio Log 9


DRAW: 5 CARDS

CARD 1: LIGHT ON - 2 OF DIAMONDS - Mark comes out of the darkness, catching you by surprise. Before you can react he has run past you, racing off in the direction you just came from. You can’t catch him, but do you follow?

CARD 2: LIGHT OFF - JACK OF SPADES - You’re having a breakdown. You just need some light damn it. But you know you should save charge. Darkness. Pull from the tower. Roll a D6, and on a 4, 5, or 6 pull from the tower. Roll: 3  NO PULL. Heck, I’m rocking these pull rolls.

CARD 3: LIGHT OFF - 7 OF HEARTS - You find a rat, limping along. It’s been hurt somehow. It’s food...but at what cost? Pull from the tower.  Pull: Four 1s.   11 dice remaining

CARD 4: LIGHT ON - JACK OF HEARTS - Those bones there look fresher than most. And blessedly not human. You’ve heard of eating the marrow before...time to give it a try. That rock there should do to crack them.

CARD 5: LIGHT OFF - 6 OF CLUBS - Something has been visiting you as you sleep. It leaves you little presents. A severed rat head. A gnawed finger bone. An inky purple stone. Darkness. Pull from the tower.   Pull: Two 1s.   9 dice remaining.

Token Check Roll: 1  No Tokens are Removed.  Total Tokens: 9

To Be Continued . . . Here.

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