killem2
2013-06-27, 10:22 PM
Basically this area of this complex that continues to go underground, is the mad creation of a Half-Illithid Elan 20 Wizard/20 Psion Gestalt, that has made some nasty dealings with some evil beings over the years. This is just a part of his massive fun house.
The top Spoiler is the DM breakdown, and the bottom spoiler is the actual hand made map for my own uses.
To a super optimized group, I don't see it being much a dungeon, to my players though, it is going to be one hell of a challenge :smallcool:.
The Runic Maze
All runes are invisible until stepped on or stepped off, and then they become visible. Until they do step off them, there is no other light in the rooms unless the magic wall gives off light. The rune generates light equal to a candle.
All runes are based off the spell Teleportation Circle
The entire area is under the effect of (Amplify Spell).
All DC saves (where asked) assume the caster had an intelligence of 24. So DC = 10+7+spell level.
The ceiling is or divider rather, is two layers of darkness both cast from a 9th level spell slot.
As you walk downward along this wide passage way, you begin faintly to smell, taste, and even see what appears to be fire. From sight along you notice the flickering of its waving flames. The doorway you stand in opens to a room surrounded in flames.
[Rune A1]: You stand in an area surrounded by flames. They stand 15ft high before disappearing into darkness above you. The room is well lit from the fire[as torches] (Permanent Wall of Fire, CL12)
This room also contains runes M1, N1.
[Rune A2]: A sickly purple haze surrounds the walls. It is a vertical wall of festering, stinking organic ooze that seems to bubble into being. (Permanent Wall of Ooze CL 14)
This room also contains runes E1, E2, B1, C1.
[Rune B1]: A sickly purple haze surrounds the walls. It is a vertical wall of festering, stinking organic ooze that seems to bubble into being. (Permanent Wall of Ooze CL 14)
This room also contains runes E1, E2, A2, C1.
[Rune B2]: A white substance surrounds the room. It has the faintest taint in color, pink or flesh like in tone. (Permanent Wall of Ectoplasm CL 13)
This room also contains rune F1.
[Rune C1]: A sickly purple haze surrounds the walls. It is a vertical wall of festering, stinking organic ooze that seems to bubble into being. (Permanent Wall of Ooze CL 14)
This room also contains runes E1, E2, A2, B1.
[Rune C2]: A putrid looking opaque fog surrounds this room. The 10ft wide hall way leads two ways both are dead ends. (Permanent Cloud Kill CL 15)
This room also contains runes D1, D2.
[Rune D1, D2]: A putrid looking opaque fog surrounds this room. The 10ft wide hall way leads two ways both are dead ends. (Permanent Cloud Kill CL 15)
This room also contains rune C2.
[Runes E1 / E2]: A sickly purple haze surrounds the walls. It is a vertical wall of festering, stinking organic ooze that seems to bubble into being. (Permanent Wall of Ooze CL 14)
This room also contains runes A2, B1, C1.
[Rune F1]: A white substance surrounds the room. It has the faintest taint in color, pink or flesh like in tone. (Permanent Wall of Ectoplasm CL 13)
This room also contains rune B2.
[Rune F2]: A wall of bones surrounds this room. They erupt from what almost seems the nothingness and form a crude barrier. (Permanent Wall of Bones, CL 14))
This room also contains runes L1, G1.
[Rune G1]: A wall of bones surrounds this room. They erupt from what almost seems the nothingness and form a crude barrier. (Permanent Wall of Bones, CL 14))
This room also contains runes L1, F2.
[Rune G2]: You appear in an open area. You can see to the north about 70 ft an outline of bones to the east of that about another 10ft is an iron structure. Above you, you can see only darkness. To the south east you see a stationary billowing cloud. You see nothing but the same natural stone to the east, and to the west you can see a large amount of ice pillars that jettison into the darkness above most appear to be 10ft wide, with one directly 70ft from where you stand a 20ft wide pillar of ice. To the south east, 60ft or so is possibly a hexagonal or octagonal wall; the material from this distance is not known. Farther still to the east 65 ft or so you can see flicking walls of fire that are disappearing into the darkness. (Permanent Wall of Force CL15)
This room contains runes H1, I1, K1, J1.
[Rune H1]: You appear in an open area (refer to G2 for similar description).
This room contains runes G2, I1, K1, J1.
[Rune H2]: You stand atop of a column of ice that is drops roughly 40ft into darkness. The only think you can see is another pillar next to it.
Column is 100ft tall. 40ft above darkness. Rune is not visible unless they jump up and down and come back or drop off or leave the pillar.
DC10 Balance checks to move, if fail, then they fall prone and must make DC12 reflex save or fall off. 10d6 Falling damage. (Column of Ice, CL14)
[Rune I1]: You appear in an open area (refer to G2 for similar description).
This room contains runes G2, H1, K1, J1.
[Rune I2]: You stand atop of a column of ice that is drops roughly 40ft into darkness. The only think you can see is another pillar next to it.
Column is 100ft tall. 40ft above darkness. Rune is not visible unless they jump up and down and come back or drop off or leave the pillar.
DC10 Balance checks to move, if fail, then they fall prone and must make DC12 reflex save or fall off. 10d6 Falling damage. (Column of Ice, CL14)
[Rune J1]: You appear in an open area (refer to G2 for similar description).
This room contains runes G2, H1, K1, I1.
[Rune J2]: You stand atop of a column of ice that is drops roughly 40ft into darkness. The only think you can see is another pillar next to it.
Column is 100ft tall. 40ft above darkness. Rune is not visible unless they jump up and down and come back or drop off or leave the pillar.
DC10 Balance checks to move, if fail, then they fall prone and must make DC12 reflex save or fall off. 10d6 Falling damage. (Column of Ice, CL14)
[Rune K1]: You appear in an open area (refer to G2 for similar description).
This room contains runes G2, H1, J1, I1.
[Rune K2]: You stand atop of a column of ice that is drops roughly 40ft into darkness. The only think you can see is another pillar next to it.
Column is 100ft tall. 40ft above darkness. Rune is not visible unless they jump up and down and come back or drop off or leave the pillar.
DC10 Balance checks to move, if fail, then they fall prone and must make DC12 reflex save or fall off. 10d6 Falling damage. (Column of Ice, CL14)
[Rune L1]: A wall of bones surrounds this room. They erupt from what almost seems the nothingness and form a crude barrier. (Permanent Wall of Bones, CL 14)
This room also contains runes F2, G1
[Rune L2]: You stand atop of a column of ice that is drops roughly 40ft into darkness. The only think you can see is another pillar next to it.
Column is 100ft tall. 40ft above darkness. Rune is not visible unless they jump up and down and come back or drop off or leave the pillar.
DC10 Balance checks to move, if fail, then they fall prone and must make DC12 reflex save or fall off. 10d6 Falling damage. (Column of Ice, CL14)
[Rune M1]: You stand in an area surrounded by flames. They stand 15ft high before disappearing into darkness above you. The room is well lit from the fire[as torches] (Permanent Wall of Fire, CL12)
This room also contains runes A1, N1
[Rune M2]: You stand atop of a column of ice that is drops roughly 40ft into darkness. The only think you can see is another pillar next to it.
Column is 100ft tall. 40ft above darkness. Rune is not visible unless they jump up and down and come back or drop off or leave the pillar.
DC10 Balance checks to move, if fail, then they fall prone and must make DC12 reflex save or fall off. 10d6 Falling damage. (Column of Ice, CL14)
[Rune N1]: You stand in an area surrounded by flames. They stand 15ft high before disappearing into darkness above you. The room is well lit from the fire[as torches] (Permanent Wall of Fire, CL12)
This room also contains runes A1, M1.
[Rune N2]: You stand atop of a column of ice that is drops roughly 40ft into darkness. The only think you can see is another pillar next to it.
Column is 100ft tall. 40ft above darkness. Rune is not visible unless they jump up and down and come back or drop off or leave the pillar.
DC10 Balance checks to move, if fail, then they fall prone and must make DC12 reflex save or fall off. 10d6 Falling damage. (Column of Ice, CL14)
[Rune O1]: You stand atop of a column of ice that is drops roughly 40ft into darkness. The only think you can see is another pillar next to it.
Column is 100ft tall. 40ft above darkness. Rune is not visible unless they jump up and down and come back or drop off or leave the pillar.
DC10 Balance checks to move, if fail, then they fall prone and must make DC12 reflex save or fall off. 10d6 Falling damage. (Column of Ice, CL14)
[Rune O2]: You feel cold. This area is very very cold. (Permanent Wall of Coldfire, CL 14)
This room contains rune P1.
[Rune P1]: You feel cold. This area is very very cold. (Permanent Wall of Coldfire, CL 14)
This room contains Rune O2.
[Rune P2]: You free fall 100ft. On to a heap of corpses 40ft high. Take 6d6 damage. Reflex Save of DC 15 can allow the person if they survive to regain their balance and walk down the mountain, other wise they roll down and take another 4d6 damage.
You can see pillars of ice to the south of you, and A wall of bones surrounds this room. They erupt from what almost seems the nothingness and form a crude barrier. (Permanent Wall of Bones, CL 14).
[Rune Q1]: A wall of bones surrounds this room. They erupt from what almost seems the nothingness and form a crude barrier. (Permanent Wall of Bones, CL 14))
This room contains rune R1.
[Rune Q2]: You are surrounded by paper walls with writing sporadically written on them. Closer inspection reveals they are diary entries.
Day 34 – I’ve been down here for weeks. I’m writing now with two broken legs and a day and half left of rations. I fell from a damn column. I saw many other adventurers before me. I’m sure I’ll join them now. – Donovan Mclane, Warrior of Candlekeep. Year of our Lord, 5390.
Day 74 – My party is gone, they died giving up. They lost their minds. I went on without them. I don’t know what to do anymore. If I can’t find my way back to the flaming entrance, I am going to fall on my own sword. – Frolock, Wisslepiss Halfling of the Golden Eagle Brigade. Year of our Lord, 4300.
Day 4 – I’m so excited today. My two brothers are taking me on an adventure. I know I’m only 13, but I know I can handle it. – Molly Gargland
Day 5 – I’m so scared, My brothers are missing. I can hear them screaming for help somewhere in here. – Molly Gargland
Day 6 – I’m so hungry. My brothers are not making any sounds anymore. I’m really scared, I don’t have any light here. Molly Gargland
Day 13 -- I counted 34 bodies down here. Most are around the columns. I will find my way out of here. I will not be 35. – Garret Julian – Elven Assassin.
Day 1 – I’ve been separate from my party. I can’t find Frolock. – Ginger Halfwilt, Gnome of the Golden Eagle Bridgade.
Day 14 – I found my brothers. *The rest of this page is hard to read, from water smears*
Day 84 – I’ve only been down here a few weeks. I wish I would have picked up that damn map. I’m sure it was a map. I’m foolish for thinking it was crude artwork. Someone was trying to map this place out. Damn. – Author of tis entry is unreadable. It is covered with blood stains.
[Rune R1]: A wall of bones surrounds this room. They erupt from what almost seems the nothingness and form a crude barrier. (Permanent Wall of Bones, CL 14))
This room contains Rune Q1.
[Rune R2]: Exuding the stench of festering carrion, waves upon waves of buzzing, clambering, clicking bugs can be heard from all sides of you. (Permanent Wall of Vermin, CL13). You can see hall ways 10ft wide from all directions.
This room contains runes, S1, S2, T1, Z1
[Rune S1]: Exuding the stench of festering carrion, waves upon waves of buzzing, clambering, clicking bugs can be heard from all sides of you. (Permanent Wall of Vermin, CL13). You can see hall ways 10ft wide from all directions.
This room contains runes, R2, S2, T1, Z1
[Rune S2]: Exuding the stench of festering carrion, waves upon waves of buzzing, clambering, clicking bugs can be heard from all sides of you. (Permanent Wall of Vermin, CL13). You can see hall ways 10ft wide from all directions.
This room contains runes, R2, S1, T1, Z1
[Rune T1]: You are in a small room, incased in an Iron Wall that rises upward 50 ft into darkness. (Permanent Wall of Iron, CL 13)
This room contains rune Z2.
[Rune T2]: Exuding the stench of festering carrion, waves upon waves of buzzing, clambering, clicking bugs can be heard from all sides of you. (Permanent Wall of Vermin, CL13). You can see hall ways 10ft wide from all directions.
This room contains runes, R2, S1, S2, Z1
[Rune U1]: You stand atop of a column of ice that is drops roughly 40ft into darkness. The only think you can see is another pillar next to it.
Column is 100ft tall. 40ft above darkness. Rune is not visible unless they jump up and down and come back or drop off or leave the pillar.
DC10 Balance checks to move, if fail, then they fall prone and must make DC12 reflex save or fall off. 10d6 Falling damage. (Column of Ice, CL14)
[Rune U2]: You stand in a room that is incased in walls of ice. You see a stair way heading downward into darkness. (Permanent Wall of Ice, cl14)
[Rune V1]: You stand atop of a column of ice that is drops roughly 40ft into darkness. The only think you can see is another pillar next to it.
Column is 100ft tall. 40ft above darkness. Rune is not visible unless they jump up and down and come back or drop off or leave the pillar.
DC10 Balance checks to move, if fail, then they fall prone and must make DC12 reflex save or fall off. 10d6 Falling damage. (Column of Ice, CL14)
[Rune V2]: You are surrounded by paper walls with writing sporadically written on them. Closer inspection reveals they are diary entries.
Day 15 – Without my brothers, I can’t find my way out. I’m going to bed now, I hope I don’t wake up. – Molly Gargland.
Day 45 – I found this diary that is very old. Some little girl was using it. I feel bad for doing this, but I need paper for my spell book.
Day 345 – I think I have this place down. It’s a good thing I don’t need to eat or drink or sleep, gives me a lot to do. I hear something coming journal I need to go. Jooken, Warfarged Servant of Frocklock.
Day 346. – Stupid machine. I don’t know what hit was thinking. Its brain was quite tasty; much like Molly’s was years earlier. Ha, Ha. – The Dark One.
Day 30 – My worst fears come true. This factory of death has been in service for more years than many realized. A month I’ve been down here and I almost died from falling from one of those blasted runes this mad man put on the damn ceiling. I fell onto a pile of corpses that was at least 25 ft high, then a rolled off it and almost took a fatal blow. The Gods be with anyone who dares come down here. – Hargold Nunamyer, Clergy of Western Lands.
Day 14 – I found these two rooms with paper walls made of journal entries. I don’t know what kind of sick bastard created this place, but if I find my way out, I am going to get help. I hope this doesn’t become part of the décor. I’ve passed hundreds of would be journals on the many corpses. – Ulgarth Cannonbreaker, Dwarven Navigator of the Iron Gnome.
[Rune W1]: You stand atop of a column of ice that is drops roughly 40ft into darkness. The only think you can see is another pillar next to it. This pillar however is 20ft by 20ft. It seems to be four pillars combined.
Column is 100ft tall. 40ft above darkness. Rune is not visible unless they jump up and down and come back or drop off or leave the pillar.
DC10 Balance checks to move, if fail, then they fall prone and must make DC12 reflex save or fall off. 10d6 Falling damage. (Column of Ice, CL14)
[Rune W2]: You stand atop of a column of ice that is drops roughly 40ft into darkness. The only think you can see is another pillar next to it.
Column is 100ft tall. 40ft above darkness. Rune is not visible unless they jump up and down and come back or drop off or leave the pillar.
DC10 Balance checks to move, if fail, then they fall prone and must make DC12 reflex save or fall off. 10d6 Falling damage. (Column of Ice, CL14)
[Rune X1]: You stand atop of a column of ice that is drops roughly 40ft into darkness. The only think you can see is another pillar next to it.
Column is 100ft tall. 40ft above darkness. Rune is not visible unless they jump up and down and come back or drop off or leave the pillar.
DC10 Balance checks to move, if fail, then they fall prone and must make DC12 reflex save or fall off. 10d6 Falling damage. (Column of Ice, CL14)
[Rune X2]: You stand atop of a column of ice that is drops roughly 40ft into darkness. The only think you can see is another pillar next to it.
Column is 100ft tall. 40ft above darkness. Rune is not visible unless they jump up and down and come back or drop off or leave the pillar.
DC10 Balance checks to move, if fail, then they fall prone and must make DC12 reflex save or fall off. 10d6 Falling damage. (Column of Ice, CL14)
[Rune Y1]: You stand atop of a column of ice that is drops roughly 40ft into darkness. The only think you can see is another pillar next to it.
Column is 100ft tall. 40ft above darkness. Rune is not visible unless they jump up and down and come back or drop off or leave the pillar.
DC10 Balance checks to move, if fail, then they fall prone and must make DC12 reflex save or fall off. 10d6 Falling damage. (Column of Ice, CL14)
[Rune Y2]: You free fall 100ft. On to a heap of corpses 40ft high. Take 6d6 damage. Reflex Save of DC 15 can allow the person if they survive to regain their balance and walk down the mountain, otherwise they roll down and take another 4d6 damage.
You can see walls of ice to the south, and thick fog to the north, and more pillars to the east.
[Rune Z1]: Exuding the stench of festering carrion, waves upon waves of buzzing, clambering, clicking bugs can be heard from all sides of you. (Permanent Wall of Vermin, CL13). You can see hall ways 10ft wide from all directions.
This room contains runes, S1, S2, T1,
[Rune Z2]: You are in a small room, incased in an Iron Wall that rises upward 50 ft into darkness. (Permanent Wall of Iron, CL 13)
This room contains rune T2.
Click for larger image. The lines link the runes together so I can follow where they go.
http://img59.imageshack.us/img59/2551/3pyr.jpg (http://img42.imageshack.us/img42/584/67fp.jpg)
Just curious what ya think of it.
The top Spoiler is the DM breakdown, and the bottom spoiler is the actual hand made map for my own uses.
To a super optimized group, I don't see it being much a dungeon, to my players though, it is going to be one hell of a challenge :smallcool:.
The Runic Maze
All runes are invisible until stepped on or stepped off, and then they become visible. Until they do step off them, there is no other light in the rooms unless the magic wall gives off light. The rune generates light equal to a candle.
All runes are based off the spell Teleportation Circle
The entire area is under the effect of (Amplify Spell).
All DC saves (where asked) assume the caster had an intelligence of 24. So DC = 10+7+spell level.
The ceiling is or divider rather, is two layers of darkness both cast from a 9th level spell slot.
As you walk downward along this wide passage way, you begin faintly to smell, taste, and even see what appears to be fire. From sight along you notice the flickering of its waving flames. The doorway you stand in opens to a room surrounded in flames.
[Rune A1]: You stand in an area surrounded by flames. They stand 15ft high before disappearing into darkness above you. The room is well lit from the fire[as torches] (Permanent Wall of Fire, CL12)
This room also contains runes M1, N1.
[Rune A2]: A sickly purple haze surrounds the walls. It is a vertical wall of festering, stinking organic ooze that seems to bubble into being. (Permanent Wall of Ooze CL 14)
This room also contains runes E1, E2, B1, C1.
[Rune B1]: A sickly purple haze surrounds the walls. It is a vertical wall of festering, stinking organic ooze that seems to bubble into being. (Permanent Wall of Ooze CL 14)
This room also contains runes E1, E2, A2, C1.
[Rune B2]: A white substance surrounds the room. It has the faintest taint in color, pink or flesh like in tone. (Permanent Wall of Ectoplasm CL 13)
This room also contains rune F1.
[Rune C1]: A sickly purple haze surrounds the walls. It is a vertical wall of festering, stinking organic ooze that seems to bubble into being. (Permanent Wall of Ooze CL 14)
This room also contains runes E1, E2, A2, B1.
[Rune C2]: A putrid looking opaque fog surrounds this room. The 10ft wide hall way leads two ways both are dead ends. (Permanent Cloud Kill CL 15)
This room also contains runes D1, D2.
[Rune D1, D2]: A putrid looking opaque fog surrounds this room. The 10ft wide hall way leads two ways both are dead ends. (Permanent Cloud Kill CL 15)
This room also contains rune C2.
[Runes E1 / E2]: A sickly purple haze surrounds the walls. It is a vertical wall of festering, stinking organic ooze that seems to bubble into being. (Permanent Wall of Ooze CL 14)
This room also contains runes A2, B1, C1.
[Rune F1]: A white substance surrounds the room. It has the faintest taint in color, pink or flesh like in tone. (Permanent Wall of Ectoplasm CL 13)
This room also contains rune B2.
[Rune F2]: A wall of bones surrounds this room. They erupt from what almost seems the nothingness and form a crude barrier. (Permanent Wall of Bones, CL 14))
This room also contains runes L1, G1.
[Rune G1]: A wall of bones surrounds this room. They erupt from what almost seems the nothingness and form a crude barrier. (Permanent Wall of Bones, CL 14))
This room also contains runes L1, F2.
[Rune G2]: You appear in an open area. You can see to the north about 70 ft an outline of bones to the east of that about another 10ft is an iron structure. Above you, you can see only darkness. To the south east you see a stationary billowing cloud. You see nothing but the same natural stone to the east, and to the west you can see a large amount of ice pillars that jettison into the darkness above most appear to be 10ft wide, with one directly 70ft from where you stand a 20ft wide pillar of ice. To the south east, 60ft or so is possibly a hexagonal or octagonal wall; the material from this distance is not known. Farther still to the east 65 ft or so you can see flicking walls of fire that are disappearing into the darkness. (Permanent Wall of Force CL15)
This room contains runes H1, I1, K1, J1.
[Rune H1]: You appear in an open area (refer to G2 for similar description).
This room contains runes G2, I1, K1, J1.
[Rune H2]: You stand atop of a column of ice that is drops roughly 40ft into darkness. The only think you can see is another pillar next to it.
Column is 100ft tall. 40ft above darkness. Rune is not visible unless they jump up and down and come back or drop off or leave the pillar.
DC10 Balance checks to move, if fail, then they fall prone and must make DC12 reflex save or fall off. 10d6 Falling damage. (Column of Ice, CL14)
[Rune I1]: You appear in an open area (refer to G2 for similar description).
This room contains runes G2, H1, K1, J1.
[Rune I2]: You stand atop of a column of ice that is drops roughly 40ft into darkness. The only think you can see is another pillar next to it.
Column is 100ft tall. 40ft above darkness. Rune is not visible unless they jump up and down and come back or drop off or leave the pillar.
DC10 Balance checks to move, if fail, then they fall prone and must make DC12 reflex save or fall off. 10d6 Falling damage. (Column of Ice, CL14)
[Rune J1]: You appear in an open area (refer to G2 for similar description).
This room contains runes G2, H1, K1, I1.
[Rune J2]: You stand atop of a column of ice that is drops roughly 40ft into darkness. The only think you can see is another pillar next to it.
Column is 100ft tall. 40ft above darkness. Rune is not visible unless they jump up and down and come back or drop off or leave the pillar.
DC10 Balance checks to move, if fail, then they fall prone and must make DC12 reflex save or fall off. 10d6 Falling damage. (Column of Ice, CL14)
[Rune K1]: You appear in an open area (refer to G2 for similar description).
This room contains runes G2, H1, J1, I1.
[Rune K2]: You stand atop of a column of ice that is drops roughly 40ft into darkness. The only think you can see is another pillar next to it.
Column is 100ft tall. 40ft above darkness. Rune is not visible unless they jump up and down and come back or drop off or leave the pillar.
DC10 Balance checks to move, if fail, then they fall prone and must make DC12 reflex save or fall off. 10d6 Falling damage. (Column of Ice, CL14)
[Rune L1]: A wall of bones surrounds this room. They erupt from what almost seems the nothingness and form a crude barrier. (Permanent Wall of Bones, CL 14)
This room also contains runes F2, G1
[Rune L2]: You stand atop of a column of ice that is drops roughly 40ft into darkness. The only think you can see is another pillar next to it.
Column is 100ft tall. 40ft above darkness. Rune is not visible unless they jump up and down and come back or drop off or leave the pillar.
DC10 Balance checks to move, if fail, then they fall prone and must make DC12 reflex save or fall off. 10d6 Falling damage. (Column of Ice, CL14)
[Rune M1]: You stand in an area surrounded by flames. They stand 15ft high before disappearing into darkness above you. The room is well lit from the fire[as torches] (Permanent Wall of Fire, CL12)
This room also contains runes A1, N1
[Rune M2]: You stand atop of a column of ice that is drops roughly 40ft into darkness. The only think you can see is another pillar next to it.
Column is 100ft tall. 40ft above darkness. Rune is not visible unless they jump up and down and come back or drop off or leave the pillar.
DC10 Balance checks to move, if fail, then they fall prone and must make DC12 reflex save or fall off. 10d6 Falling damage. (Column of Ice, CL14)
[Rune N1]: You stand in an area surrounded by flames. They stand 15ft high before disappearing into darkness above you. The room is well lit from the fire[as torches] (Permanent Wall of Fire, CL12)
This room also contains runes A1, M1.
[Rune N2]: You stand atop of a column of ice that is drops roughly 40ft into darkness. The only think you can see is another pillar next to it.
Column is 100ft tall. 40ft above darkness. Rune is not visible unless they jump up and down and come back or drop off or leave the pillar.
DC10 Balance checks to move, if fail, then they fall prone and must make DC12 reflex save or fall off. 10d6 Falling damage. (Column of Ice, CL14)
[Rune O1]: You stand atop of a column of ice that is drops roughly 40ft into darkness. The only think you can see is another pillar next to it.
Column is 100ft tall. 40ft above darkness. Rune is not visible unless they jump up and down and come back or drop off or leave the pillar.
DC10 Balance checks to move, if fail, then they fall prone and must make DC12 reflex save or fall off. 10d6 Falling damage. (Column of Ice, CL14)
[Rune O2]: You feel cold. This area is very very cold. (Permanent Wall of Coldfire, CL 14)
This room contains rune P1.
[Rune P1]: You feel cold. This area is very very cold. (Permanent Wall of Coldfire, CL 14)
This room contains Rune O2.
[Rune P2]: You free fall 100ft. On to a heap of corpses 40ft high. Take 6d6 damage. Reflex Save of DC 15 can allow the person if they survive to regain their balance and walk down the mountain, other wise they roll down and take another 4d6 damage.
You can see pillars of ice to the south of you, and A wall of bones surrounds this room. They erupt from what almost seems the nothingness and form a crude barrier. (Permanent Wall of Bones, CL 14).
[Rune Q1]: A wall of bones surrounds this room. They erupt from what almost seems the nothingness and form a crude barrier. (Permanent Wall of Bones, CL 14))
This room contains rune R1.
[Rune Q2]: You are surrounded by paper walls with writing sporadically written on them. Closer inspection reveals they are diary entries.
Day 34 – I’ve been down here for weeks. I’m writing now with two broken legs and a day and half left of rations. I fell from a damn column. I saw many other adventurers before me. I’m sure I’ll join them now. – Donovan Mclane, Warrior of Candlekeep. Year of our Lord, 5390.
Day 74 – My party is gone, they died giving up. They lost their minds. I went on without them. I don’t know what to do anymore. If I can’t find my way back to the flaming entrance, I am going to fall on my own sword. – Frolock, Wisslepiss Halfling of the Golden Eagle Brigade. Year of our Lord, 4300.
Day 4 – I’m so excited today. My two brothers are taking me on an adventure. I know I’m only 13, but I know I can handle it. – Molly Gargland
Day 5 – I’m so scared, My brothers are missing. I can hear them screaming for help somewhere in here. – Molly Gargland
Day 6 – I’m so hungry. My brothers are not making any sounds anymore. I’m really scared, I don’t have any light here. Molly Gargland
Day 13 -- I counted 34 bodies down here. Most are around the columns. I will find my way out of here. I will not be 35. – Garret Julian – Elven Assassin.
Day 1 – I’ve been separate from my party. I can’t find Frolock. – Ginger Halfwilt, Gnome of the Golden Eagle Bridgade.
Day 14 – I found my brothers. *The rest of this page is hard to read, from water smears*
Day 84 – I’ve only been down here a few weeks. I wish I would have picked up that damn map. I’m sure it was a map. I’m foolish for thinking it was crude artwork. Someone was trying to map this place out. Damn. – Author of tis entry is unreadable. It is covered with blood stains.
[Rune R1]: A wall of bones surrounds this room. They erupt from what almost seems the nothingness and form a crude barrier. (Permanent Wall of Bones, CL 14))
This room contains Rune Q1.
[Rune R2]: Exuding the stench of festering carrion, waves upon waves of buzzing, clambering, clicking bugs can be heard from all sides of you. (Permanent Wall of Vermin, CL13). You can see hall ways 10ft wide from all directions.
This room contains runes, S1, S2, T1, Z1
[Rune S1]: Exuding the stench of festering carrion, waves upon waves of buzzing, clambering, clicking bugs can be heard from all sides of you. (Permanent Wall of Vermin, CL13). You can see hall ways 10ft wide from all directions.
This room contains runes, R2, S2, T1, Z1
[Rune S2]: Exuding the stench of festering carrion, waves upon waves of buzzing, clambering, clicking bugs can be heard from all sides of you. (Permanent Wall of Vermin, CL13). You can see hall ways 10ft wide from all directions.
This room contains runes, R2, S1, T1, Z1
[Rune T1]: You are in a small room, incased in an Iron Wall that rises upward 50 ft into darkness. (Permanent Wall of Iron, CL 13)
This room contains rune Z2.
[Rune T2]: Exuding the stench of festering carrion, waves upon waves of buzzing, clambering, clicking bugs can be heard from all sides of you. (Permanent Wall of Vermin, CL13). You can see hall ways 10ft wide from all directions.
This room contains runes, R2, S1, S2, Z1
[Rune U1]: You stand atop of a column of ice that is drops roughly 40ft into darkness. The only think you can see is another pillar next to it.
Column is 100ft tall. 40ft above darkness. Rune is not visible unless they jump up and down and come back or drop off or leave the pillar.
DC10 Balance checks to move, if fail, then they fall prone and must make DC12 reflex save or fall off. 10d6 Falling damage. (Column of Ice, CL14)
[Rune U2]: You stand in a room that is incased in walls of ice. You see a stair way heading downward into darkness. (Permanent Wall of Ice, cl14)
[Rune V1]: You stand atop of a column of ice that is drops roughly 40ft into darkness. The only think you can see is another pillar next to it.
Column is 100ft tall. 40ft above darkness. Rune is not visible unless they jump up and down and come back or drop off or leave the pillar.
DC10 Balance checks to move, if fail, then they fall prone and must make DC12 reflex save or fall off. 10d6 Falling damage. (Column of Ice, CL14)
[Rune V2]: You are surrounded by paper walls with writing sporadically written on them. Closer inspection reveals they are diary entries.
Day 15 – Without my brothers, I can’t find my way out. I’m going to bed now, I hope I don’t wake up. – Molly Gargland.
Day 45 – I found this diary that is very old. Some little girl was using it. I feel bad for doing this, but I need paper for my spell book.
Day 345 – I think I have this place down. It’s a good thing I don’t need to eat or drink or sleep, gives me a lot to do. I hear something coming journal I need to go. Jooken, Warfarged Servant of Frocklock.
Day 346. – Stupid machine. I don’t know what hit was thinking. Its brain was quite tasty; much like Molly’s was years earlier. Ha, Ha. – The Dark One.
Day 30 – My worst fears come true. This factory of death has been in service for more years than many realized. A month I’ve been down here and I almost died from falling from one of those blasted runes this mad man put on the damn ceiling. I fell onto a pile of corpses that was at least 25 ft high, then a rolled off it and almost took a fatal blow. The Gods be with anyone who dares come down here. – Hargold Nunamyer, Clergy of Western Lands.
Day 14 – I found these two rooms with paper walls made of journal entries. I don’t know what kind of sick bastard created this place, but if I find my way out, I am going to get help. I hope this doesn’t become part of the décor. I’ve passed hundreds of would be journals on the many corpses. – Ulgarth Cannonbreaker, Dwarven Navigator of the Iron Gnome.
[Rune W1]: You stand atop of a column of ice that is drops roughly 40ft into darkness. The only think you can see is another pillar next to it. This pillar however is 20ft by 20ft. It seems to be four pillars combined.
Column is 100ft tall. 40ft above darkness. Rune is not visible unless they jump up and down and come back or drop off or leave the pillar.
DC10 Balance checks to move, if fail, then they fall prone and must make DC12 reflex save or fall off. 10d6 Falling damage. (Column of Ice, CL14)
[Rune W2]: You stand atop of a column of ice that is drops roughly 40ft into darkness. The only think you can see is another pillar next to it.
Column is 100ft tall. 40ft above darkness. Rune is not visible unless they jump up and down and come back or drop off or leave the pillar.
DC10 Balance checks to move, if fail, then they fall prone and must make DC12 reflex save or fall off. 10d6 Falling damage. (Column of Ice, CL14)
[Rune X1]: You stand atop of a column of ice that is drops roughly 40ft into darkness. The only think you can see is another pillar next to it.
Column is 100ft tall. 40ft above darkness. Rune is not visible unless they jump up and down and come back or drop off or leave the pillar.
DC10 Balance checks to move, if fail, then they fall prone and must make DC12 reflex save or fall off. 10d6 Falling damage. (Column of Ice, CL14)
[Rune X2]: You stand atop of a column of ice that is drops roughly 40ft into darkness. The only think you can see is another pillar next to it.
Column is 100ft tall. 40ft above darkness. Rune is not visible unless they jump up and down and come back or drop off or leave the pillar.
DC10 Balance checks to move, if fail, then they fall prone and must make DC12 reflex save or fall off. 10d6 Falling damage. (Column of Ice, CL14)
[Rune Y1]: You stand atop of a column of ice that is drops roughly 40ft into darkness. The only think you can see is another pillar next to it.
Column is 100ft tall. 40ft above darkness. Rune is not visible unless they jump up and down and come back or drop off or leave the pillar.
DC10 Balance checks to move, if fail, then they fall prone and must make DC12 reflex save or fall off. 10d6 Falling damage. (Column of Ice, CL14)
[Rune Y2]: You free fall 100ft. On to a heap of corpses 40ft high. Take 6d6 damage. Reflex Save of DC 15 can allow the person if they survive to regain their balance and walk down the mountain, otherwise they roll down and take another 4d6 damage.
You can see walls of ice to the south, and thick fog to the north, and more pillars to the east.
[Rune Z1]: Exuding the stench of festering carrion, waves upon waves of buzzing, clambering, clicking bugs can be heard from all sides of you. (Permanent Wall of Vermin, CL13). You can see hall ways 10ft wide from all directions.
This room contains runes, S1, S2, T1,
[Rune Z2]: You are in a small room, incased in an Iron Wall that rises upward 50 ft into darkness. (Permanent Wall of Iron, CL 13)
This room contains rune T2.
Click for larger image. The lines link the runes together so I can follow where they go.
http://img59.imageshack.us/img59/2551/3pyr.jpg (http://img42.imageshack.us/img42/584/67fp.jpg)
Just curious what ya think of it.