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You might have been able to have to make a bridge work anyway, but out of an abundance of caution, you decide to allow the spell to continue to completion and end, rather than risk disturbing the sites or inadvertently introducing some unknown factor into the cast. Blessedly, this mistake is your first and your last. The second cast is even smoother than the first – to the point that you cannot separate the strain in your muscles from holding your position on the wall to the strain that could be caused by the spell. You make quick work of the rest of the Strangeness, and though your arms are aching, and your eyes are blazing to the point that they feel like coals in your eye sockets, you are smiling broadly. You climb down to the bottom of the well to recover yourself, and allow your eyes to return to normal – or at least, as close to normal as they will ever be. Out of an abundance of caution, you take your respite inside the tunnel, just to make sure that no one could possibly see you in your current state.
You wonder if you should do something with all of the salt that you have left behind, but beyond brushing what remains on the wall into the bottom of the well, there really is not much that you can do with it … though that might just be enough, as the salt that did fall down there blends in well with the layer of dirt and grit. So, now all there is left to do down here is wait on your eyes, and to hope that your Remediation goes as well as this well’s.
>Please, one roll of 1d100
>Critical Success: DC 99 and higher. All of the Strangeness is gone, and you make an illuminating discovery about Self-Remediation, permanently making the process safer.
>Complete Success: DC 82 and higher. All of the Strangeness is gone.
>Partial Success: DC 62 and higher. You are no longer able to spread the Strangeness. Two more attempts remain.
>Partial Failure: DC 61 and lower. You are still able to spread the Strangeness, though perhaps not as fast as before. Two more attempts remain
>Complete Failure: DC 41 and lower. You are still able to spread the Strangeness, and you have given yourself some sort of rash on your lower back. One more attempt remains.
>Critical-Catastrophic Failure: DC 2 and lower. Something goes seriously wrong with Hide-Eyes, and it can no longer function for extended periods of time. You are also still Strange, and no more attempts remain.
>Two Lucky Tenth-Talents available
>One Very Lucky Tenth-Talent available.