begooler
2012-08-27, 05:02 PM
Reverse Dungeon Crawl
Team Cockatrice Liver
Long ago, the Karackt carved out their niche in the multiverse as builders of demiplanes. Their works were highly sought after by your everyday retired epic wizard or secret society of important-artifact-hiding-away-ness, and other unfathomable beings with unintelligible goals.
The Karrackt are no longer in business, and haven't been for eons. Some folks say they made their own new and improved world, packed up, and moved to it.
The remains of their workshops lay in ruins deep in these woods, accessible from free-standing doorways in a clearing. Their creations have become an overgrown, tangled mess of a labyrinth, filled with many dungeons.
Many creatures make their home here. Some wandered here and can't find their way out. Some have come here in hopes of accomplishing something. Some seem to have just been spawned by the labyrinth itself.
In spite of (or perhaps because of) the many permanent inhabitants, adventurers come to this labyrinth to explore and pillage its many dungeons.
Dungeon!
http://img521.imageshack.us/img521/1170/cocatricemapdetail.jpg
1sq=5ft
[]=Door (See details for quality and lock)
x=Secret or concealed door (See details)
Glow=Lichen
Lichen:
Rooms 1 (has 2); 3; 4
Room 1
Door (west, 8 from north): wooden, good, free
Door (east, 7 from north): (concealed) stone, free, behind rubbish, trapped [trap: large net trap (CR1) (Find/Disable DC 21)]
Door (west, 6 from north): iron, free, trapped [trap: pit trap (20 ft. deep) (CR1) (Find/Disable DC 21)]
Door (west, 4 from north): (secret) down-sliding, gesture trigger
Door (west, 2 from north): stone, locked
Door (north, 9 from west): stone, locked
Door (north, 1 from west): wooden, strong, free
Ceiling: 18ft
Lighting: Morning Light
The floor outside the three western non-secret doors in this room is ungrouted tile.
The floor of this room is sand. Smooth stones, small cacti and other succulent plants with blooms are scattered about. The walls are exceptionally smooth and curve at the corners where one wall meets another, the floor, or the ceiling. Once per day, an unseen servant with an equally unseen rake combs delicate patterns in the sand. The sand gives off light as bright as morning.
This room also contains several stone benches. Two Lichen grow in this room, one on a rock, on under a bench.
Room 2
Door (west, 4 from north): wooden, good, free
Door (north, 8 from west): wooden, good, locked
Ceiling: 18ft
Lighting: Low light (moon light)
The walls of this room are tall hedges which arch upwards towards the ceiling. At the apex of this arch, moonlight shines through an opening in the hedges, casting low light throughout the room. A pool of water is at the center of the room.
Room 3
Door (west, 2 from north): wooden, good, free
Ceiling: 13ft
Lighting: None
The walls and floor are loose earth and the remains of stone tiles. Vines run across the floor. The ceiling is loose earth and roots. Mold, moss and ferns grow near cracks in the walls. One Lichen grows on the south wall of this room, near the ceiling.
Time affects this room differently. For every round that passes in this room, 1d6 pass outside of it. A creature leaving or entering this room takes 1d6 rounds to pass through the threshold. (During which time it gets no actions, but no other creatures can affect it either.) Time spent passing through the threshold of this room does not count against the duration of spells or effects, or grant extra rounds of fast healing or the like.
Room 4
Door (east, 5 from north): wooden, simple, locked, side-sliding, trapped [trap: arrow trap (CR1) (Find/Disable DC 21)]
Door (west, 5 from north): wooden, simple, locked
Ceiling: 12ft
Lighting: None
This room has brick walls, a wooden ceiling with rafters, and a wood floor that creaks when walked upon. (Below the floor is a crawl space 3-6 feet deep with an uneven earth bottom.) A 10 gallon clay pot in this room holds a bush with strange fruit. Water trickles from one area of the ceiling, on the south wall.
The walls of this room have a ledge that extents 2 feet from the wall and is 2 feet up. If a creature stands on this ledge they get a bonus from attacking from higher ground against another creature of their size category or small.
A Lichen grows in this room, on the floor in the southeast corner.
Room 5
Door (east, 3 from north): (secret) rotating wall, pressure-plate trigger
Door (west, 3 from north): wooden, simple, locked
Ceiling: 9ft
Lighting: Negates light supernaturally, but creatures with darkvision can see.
The floor of this room is moist dirt and moss. A willow grows near the center, despite the fact that the room is always dark. (Sources of light with a spell level below 3 do not illuminate anything in this room.)
Room 6
Door (south, 2 from west): iron, stuck
Ceiling: Sky
Light: Midnight
http://img268.imageshack.us/img268/3361/cockatricegroveroom6.jpg
The arched doorway of this room opens up to a clearing in a quiet grove of fruit trees with the starry midnight sky above. The door stands in the center of this clearing.
At one end of the clearing, there is a small dark hole in the ground in through which the sound of running water can be heard.
Room 7
Door (east, 3 from north): wooden, good, stuck
Ceiling: 17
Light: None
The walls and floor are loose earth and the remains of a mosaic tiled floor. The ceiling is loose earth and roots The walls between this room and the next room (or hallway) are actually just thick tangles of plant growth.
Room 8
Door (west, 1 from north): wooden, simple, stuck
Ceiling: 13
Light: None
This room has brick walls, a wooden ceiling with rafters, and a wood floor that creaks when walked upon. (Below the floor is a crawl space 3-6 feet deep with an uneven earth bottom.)
DAY 2; Combat Round 2. Map (https://docs.google.com/drawings/d/1v0KhfR41adSBTFiFeEl02CmEd7nxVja46JXSOASM4D8/edit?pli=1).
Post here in [spoiler] to make modifications to the dungeon. You can continue to discuss in OOC, but modifications won't be made unless posted here. (To avoid confusion.)
Also, don't forget to post where you are stationed and what minions you are with.
You can also chat or discuss in character.
Team Cockatrice Liver
Long ago, the Karackt carved out their niche in the multiverse as builders of demiplanes. Their works were highly sought after by your everyday retired epic wizard or secret society of important-artifact-hiding-away-ness, and other unfathomable beings with unintelligible goals.
The Karrackt are no longer in business, and haven't been for eons. Some folks say they made their own new and improved world, packed up, and moved to it.
The remains of their workshops lay in ruins deep in these woods, accessible from free-standing doorways in a clearing. Their creations have become an overgrown, tangled mess of a labyrinth, filled with many dungeons.
Many creatures make their home here. Some wandered here and can't find their way out. Some have come here in hopes of accomplishing something. Some seem to have just been spawned by the labyrinth itself.
In spite of (or perhaps because of) the many permanent inhabitants, adventurers come to this labyrinth to explore and pillage its many dungeons.
Dungeon!
http://img521.imageshack.us/img521/1170/cocatricemapdetail.jpg
1sq=5ft
[]=Door (See details for quality and lock)
x=Secret or concealed door (See details)
Glow=Lichen
Lichen:
Rooms 1 (has 2); 3; 4
Room 1
Door (west, 8 from north): wooden, good, free
Door (east, 7 from north): (concealed) stone, free, behind rubbish, trapped [trap: large net trap (CR1) (Find/Disable DC 21)]
Door (west, 6 from north): iron, free, trapped [trap: pit trap (20 ft. deep) (CR1) (Find/Disable DC 21)]
Door (west, 4 from north): (secret) down-sliding, gesture trigger
Door (west, 2 from north): stone, locked
Door (north, 9 from west): stone, locked
Door (north, 1 from west): wooden, strong, free
Ceiling: 18ft
Lighting: Morning Light
The floor outside the three western non-secret doors in this room is ungrouted tile.
The floor of this room is sand. Smooth stones, small cacti and other succulent plants with blooms are scattered about. The walls are exceptionally smooth and curve at the corners where one wall meets another, the floor, or the ceiling. Once per day, an unseen servant with an equally unseen rake combs delicate patterns in the sand. The sand gives off light as bright as morning.
This room also contains several stone benches. Two Lichen grow in this room, one on a rock, on under a bench.
Room 2
Door (west, 4 from north): wooden, good, free
Door (north, 8 from west): wooden, good, locked
Ceiling: 18ft
Lighting: Low light (moon light)
The walls of this room are tall hedges which arch upwards towards the ceiling. At the apex of this arch, moonlight shines through an opening in the hedges, casting low light throughout the room. A pool of water is at the center of the room.
Room 3
Door (west, 2 from north): wooden, good, free
Ceiling: 13ft
Lighting: None
The walls and floor are loose earth and the remains of stone tiles. Vines run across the floor. The ceiling is loose earth and roots. Mold, moss and ferns grow near cracks in the walls. One Lichen grows on the south wall of this room, near the ceiling.
Time affects this room differently. For every round that passes in this room, 1d6 pass outside of it. A creature leaving or entering this room takes 1d6 rounds to pass through the threshold. (During which time it gets no actions, but no other creatures can affect it either.) Time spent passing through the threshold of this room does not count against the duration of spells or effects, or grant extra rounds of fast healing or the like.
Room 4
Door (east, 5 from north): wooden, simple, locked, side-sliding, trapped [trap: arrow trap (CR1) (Find/Disable DC 21)]
Door (west, 5 from north): wooden, simple, locked
Ceiling: 12ft
Lighting: None
This room has brick walls, a wooden ceiling with rafters, and a wood floor that creaks when walked upon. (Below the floor is a crawl space 3-6 feet deep with an uneven earth bottom.) A 10 gallon clay pot in this room holds a bush with strange fruit. Water trickles from one area of the ceiling, on the south wall.
The walls of this room have a ledge that extents 2 feet from the wall and is 2 feet up. If a creature stands on this ledge they get a bonus from attacking from higher ground against another creature of their size category or small.
A Lichen grows in this room, on the floor in the southeast corner.
Room 5
Door (east, 3 from north): (secret) rotating wall, pressure-plate trigger
Door (west, 3 from north): wooden, simple, locked
Ceiling: 9ft
Lighting: Negates light supernaturally, but creatures with darkvision can see.
The floor of this room is moist dirt and moss. A willow grows near the center, despite the fact that the room is always dark. (Sources of light with a spell level below 3 do not illuminate anything in this room.)
Room 6
Door (south, 2 from west): iron, stuck
Ceiling: Sky
Light: Midnight
http://img268.imageshack.us/img268/3361/cockatricegroveroom6.jpg
The arched doorway of this room opens up to a clearing in a quiet grove of fruit trees with the starry midnight sky above. The door stands in the center of this clearing.
At one end of the clearing, there is a small dark hole in the ground in through which the sound of running water can be heard.
Room 7
Door (east, 3 from north): wooden, good, stuck
Ceiling: 17
Light: None
The walls and floor are loose earth and the remains of a mosaic tiled floor. The ceiling is loose earth and roots The walls between this room and the next room (or hallway) are actually just thick tangles of plant growth.
Room 8
Door (west, 1 from north): wooden, simple, stuck
Ceiling: 13
Light: None
This room has brick walls, a wooden ceiling with rafters, and a wood floor that creaks when walked upon. (Below the floor is a crawl space 3-6 feet deep with an uneven earth bottom.)
DAY 2; Combat Round 2. Map (https://docs.google.com/drawings/d/1v0KhfR41adSBTFiFeEl02CmEd7nxVja46JXSOASM4D8/edit?pli=1).
Post here in [spoiler] to make modifications to the dungeon. You can continue to discuss in OOC, but modifications won't be made unless posted here. (To avoid confusion.)
Also, don't forget to post where you are stationed and what minions you are with.
You can also chat or discuss in character.