Rolling got too annoying on this site so going to roll elsewhere and record the rolls here.
Number of Exits: 14 Locations: North: 2 South: 3 2 (Entrance) East: 2 2 West: 4 2 Middle: 3 2
"Doors:" North: Mimic Door | Force Field South: Starting Door | Bookcase | Disabled East: Dry Trench | Force Field West: Disabled | Iron Bars | Breakable Wall | Disabled Middle: Mimic Trap Door | Teleport Circle | Disabled
Furniture points: 5/8
Furniture 1: Small Fountain of Blood Furniture 2: Large Gargoyle Statue
West: 2 Medium Square Room. Height: 30 Length: 12*5
As the party of 4 enter the dungeon, the doors shut behind them. It looks like it would be easy enough to break down the door and escape but... if the party was going to leave anyway, then they wouldn't have come here in the first place so there really is no need to do that; not right now anyway.
Speaking of the party, Amanda, Y'Rel, Ren and Bright find themselves in a massive triangular room with a 65ft tall ceiling. The triangle seems to be pointing south as the door they entered through, a set of wooden double doors that span 10ft, are at the south wall, almost as if it indicates the triangle's vertex. This would make the North wall, which spans 100ft the base of the triangle and it's largest side. Directly in front of them (North) there is a circular fountain that seems to be filled with blood. The diameter of the fountain is 10ft. East of the fountain is a large gargoyle statue. The Gargoyle seems to be holding a jar. Blood flows from the jar into the fountain. Obviously the statue and the fountain are connected beneath the floor as the level of liquid in the fountain does not rise even though there is a perpetual stream of blood being poured into it from the jar. The fountain is 20ft away from the party (25ft away from the gates). 15ft north of the fountain is a 10ft wide arch. There is a purple magic force-field blocking that path. The magical wall is opaque, cutting off vision to the room beyond. A similar kind of magic wall that spans 5ft, is on the East wall.Both archways are 10ft tall, which is about as tall as an average door frame in this dungeon. Another thing on the east wall is a 5ft deep hole. It seems to be a tunnel as the hole starts 10ft east of the statue, moves 5ft to the North before bending towards the east and stretching beyond the wall. It seems to be a tunnel of some sort that leads somewhere. On the west wall is a bookshelf that is decorated with various books. There is also a metallic door frame but it lacks a door. Instead, the room beyond, which appears to be a moderately sized square room, is blocked off by iron bars. The positioning of the bars makes it hard to determine the contents of the room beyond other than the walls are wooden, unlike the stone room they are in now. 5ft towards the west of the fountain is a wooden trapdoor.On one side of the room, about 10ft south of the north wall is a magic circle. It appears to be a teleportation circle that will teleport whoever steps on it to somewhere else in the dungeon.
Finally on the north wall, 10ft away from the force field is a wooden door.
Inspecting the magic barrier, it appears that this barrier does not hurt to touch but it is solid. There is probably no way to break this barrier with brute force. Aracana check for more information.
Other than the fact that it has blood instead of water, it appears to be a normal fountain with simple magics being used to makes sure the water continuously loops. There is nothing of too much interest at the blood fountain unless you want to dip your hand in it for something.
The party jumps down the the tunnel. The gravely ground crackles under the weight of the feet. The Tunnel goes under the east wall and leads to a square room of length 30ft. The room is dark but it's not magical darkness. The ceiling of this room is 45ft high. The walls of this room is made of stone. On the east wall is a switch. There is a short flight of 5 steps on the west wall that leads to a hallway that goes south. However, the hallway seems to just end in a dead end.
Returning back to the first room, there doesn't appear to be much changed except for the magic wall that was next to the door on the north side of the room. The Wall is gone. It looks like the switch turned off the magical barrier. On the other side is a massive cylindrical room. The circle has a diameter of 240ft. The large stone cylinder has a 35ft high ceiling. In the center of the room is a large circular fountain that is 20ft in diameter. The drowned corpse of a female half-orc floats lifelessly on the water. She's not dressed like an adventurer so it is mystery what she was doing here. Except for this rather disturbing element of the room, there is also another arch near the east side. One side of the arch is thicker than the other side. It was constructed to lead southward. There is a thick magical mist falling from the top of the arch with a great speed. The mist dissipates once it gets a bit away from the archway. Standing even some distance away from the arch, you feel cold. It gets exponentially colder the closer you get to the archway. One might be able to rush through the mist but it will definitely hurt a lot. It may also be deadly. There might be a way to shut the mist in a way similar to the way the party shut off the magical wall that led to this massive room. On the other side of the mist is a rectangular room. Due to the vantage point, it is not possible to tell how big the rectangular room is. From the part that is visible, you can tell that the floor is made of tan stones rather than the grey stones that make up the floor of the circular room. The walls of the rectangular room are wooden. There appears to be a dressing table in the other room. Also from the other room, the party can hear the sound of running water.
Looking around, there doesn't seem to be any other exit in the current room. That just leaves the two doors in the first room and the teleportation circle.
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Generating Room...
[[DO NOT READ SPOILERS]]
Floors: 78
Room: 7 - Massive Triangle
Height: 15*5 Base: 23*5
Hazards: 2
Rolling got too annoying on this site so going to roll elsewhere and record the rolls here.
Number of Exits: 14
Locations:
North: 2
South:
32 (Entrance)East:
22West:
42Middle:
32"Doors:"
North: Mimic Door | Force Field
South: Starting Door | Bookcase | Disabled
East: Dry Trench | Force Field
West: Disabled | Iron Bars | Breakable Wall | Disabled
Middle: Mimic Trap Door | Teleport Circle | Disabled
Furniture points: 5/8
Furniture 1: Small Fountain of Blood
Furniture 2: Large Gargoyle Statue
West: 2
Medium Square Room. Height: 30 Length: 12*5
As the party of 4 enter the dungeon, the doors shut behind them. It looks like it would be easy enough to break down the door and escape but... if the party was going to leave anyway, then they wouldn't have come here in the first place so there really is no need to do that; not right now anyway.
Speaking of the party, Amanda, Y'Rel, Ren and Bright find themselves in a massive triangular room with a 65ft tall ceiling. The triangle seems to be pointing south as the door they entered through, a set of wooden double doors that span 10ft, are at the south wall, almost as if it indicates the triangle's vertex. This would make the North wall, which spans 100ft the base of the triangle and it's largest side. Directly in front of them (North) there is a circular fountain that seems to be filled with blood. The diameter of the fountain is 10ft. East of the fountain is a large gargoyle statue. The Gargoyle seems to be holding a jar. Blood flows from the jar into the fountain. Obviously the statue and the fountain are connected beneath the floor as the level of liquid in the fountain does not rise even though there is a perpetual stream of blood being poured into it from the jar. The fountain is 20ft away from the party (25ft away from the gates). 15ft north of the fountain is a 10ft wide arch. There is a purple magic force-field blocking that path. The magical wall is opaque, cutting off vision to the room beyond. A similar kind of magic wall that spans 5ft, is on the East wall.Both archways are 10ft tall, which is about as tall as an average door frame in this dungeon. Another thing on the east wall is a 5ft deep hole. It seems to be a tunnel as the hole starts 10ft east of the statue, moves 5ft to the North before bending towards the east and stretching beyond the wall. It seems to be a tunnel of some sort that leads somewhere. On the west wall is a bookshelf that is decorated with various books. There is also a metallic door frame but it lacks a door. Instead, the room beyond, which appears to be a moderately sized square room, is blocked off by iron bars. The positioning of the bars makes it hard to determine the contents of the room beyond other than the walls are wooden, unlike the stone room they are in now. 5ft towards the west of the fountain is a wooden trapdoor.On one side of the room, about 10ft south of the north wall is a magic circle. It appears to be a teleportation circle that will teleport whoever steps on it to somewhere else in the dungeon.
Finally on the north wall, 10ft away from the force field is a wooden door.
What does the Party do?
They will inspect one of the doorways with a magic barrier.
Grianne Wildpaw: Wood Elf Druid level 12 (8W-4L)- - Coliseum of Conquest: Master of Faerie Fire. Just don't ask her to spell it.
Grianne Wildpaw: Wood Elf Druid level 6 (2W-1L)- - Coliseum Reborn : Master of a Myriad of forms.
Runt, the Stormchosen: Half-Orc barbarian level 5 -- The Guild
Tomoe Gozen: Human Fighter Samurai level 5 -- Cronero (Solo Campaign)
Inspecting the magic barrier, it appears that this barrier does not hurt to touch but it is solid. There is probably no way to break this barrier with brute force. Aracana check for more information.
Amanda 20
Yrel 20
Ren 9
Bright 18
Grianne Wildpaw: Wood Elf Druid level 12 (8W-4L)- - Coliseum of Conquest: Master of Faerie Fire. Just don't ask her to spell it.
Grianne Wildpaw: Wood Elf Druid level 6 (2W-1L)- - Coliseum Reborn : Master of a Myriad of forms.
Runt, the Stormchosen: Half-Orc barbarian level 5 -- The Guild
Tomoe Gozen: Human Fighter Samurai level 5 -- Cronero (Solo Campaign)
None of the team, is able to glean any more additional information from the barrier.
The team shifts focus to the blood fountain.
Grianne Wildpaw: Wood Elf Druid level 12 (8W-4L)- - Coliseum of Conquest: Master of Faerie Fire. Just don't ask her to spell it.
Grianne Wildpaw: Wood Elf Druid level 6 (2W-1L)- - Coliseum Reborn : Master of a Myriad of forms.
Runt, the Stormchosen: Half-Orc barbarian level 5 -- The Guild
Tomoe Gozen: Human Fighter Samurai level 5 -- Cronero (Solo Campaign)
Other than the fact that it has blood instead of water, it appears to be a normal fountain with simple magics being used to makes sure the water continuously loops. There is nothing of too much interest at the blood fountain unless you want to dip your hand in it for something.
There wasa hole that they might be able to crawl through right? they will look into that thing.
Grianne Wildpaw: Wood Elf Druid level 12 (8W-4L)- - Coliseum of Conquest: Master of Faerie Fire. Just don't ask her to spell it.
Grianne Wildpaw: Wood Elf Druid level 6 (2W-1L)- - Coliseum Reborn : Master of a Myriad of forms.
Runt, the Stormchosen: Half-Orc barbarian level 5 -- The Guild
Tomoe Gozen: Human Fighter Samurai level 5 -- Cronero (Solo Campaign)
Let's see where the tunnel leads.
Room: 20 - Passage
Initial Direction: East. Size: Long
Length: 30 ft Width: 30ft Height: 45ft Splits: 3
Entry: West Threats: 3 - NONE -
Direction of Split: 2 - East 4 - West
East - Switch Threats: 3 - NONE -
West - Passage Connection: Stairs
New Passage: South Size: Short
Length: 45 Width: 5 Height: 15 Splits:
01 (Entry)The party jumps down the the tunnel. The gravely ground crackles under the weight of the feet. The Tunnel goes under the east wall and leads to a square room of length 30ft. The room is dark but it's not magical darkness. The ceiling of this room is 45ft high. The walls of this room is made of stone. On the east wall is a switch. There is a short flight of 5 steps on the west wall that leads to a hallway that goes south. However, the hallway seems to just end in a dead end.
As Bright cannot see in the dark, He lights a torch. Yrel will approach the switch and give it a flick.
Grianne Wildpaw: Wood Elf Druid level 12 (8W-4L)- - Coliseum of Conquest: Master of Faerie Fire. Just don't ask her to spell it.
Grianne Wildpaw: Wood Elf Druid level 6 (2W-1L)- - Coliseum Reborn : Master of a Myriad of forms.
Runt, the Stormchosen: Half-Orc barbarian level 5 -- The Guild
Tomoe Gozen: Human Fighter Samurai level 5 -- Cronero (Solo Campaign)
As Yrel flicks the switch he hears a sound from the room the were just in. It seems like something might have changed there.
(not that it matters much, but Bright is the only guy in the group)
The team will proceed with caution....I forgot i haven't picked spells yet.
Grianne Wildpaw: Wood Elf Druid level 12 (8W-4L)- - Coliseum of Conquest: Master of Faerie Fire. Just don't ask her to spell it.
Grianne Wildpaw: Wood Elf Druid level 6 (2W-1L)- - Coliseum Reborn : Master of a Myriad of forms.
Runt, the Stormchosen: Half-Orc barbarian level 5 -- The Guild
Tomoe Gozen: Human Fighter Samurai level 5 -- Cronero (Solo Campaign)
So I take it the team returns back the way they came since this path led to a dead end.
Generating rooms...
Room: 12 Massive Circle Hazards: 4 NOPE
Height: 35ft Radius: 65ft. Exits: 2
Directions:
South (Exit)
South: 1
South Gate: Ice Gate. Deadly
Furniture points: 10/10
Furniture 1: 55: Room of Mirrors
Furniture 2: 45: Large Fountain of Water (Exit)
Furniture 3: 30 Dead Commoner - 2 Half Orc - 4 Female
Room: Massive Rectangle Hazard: 2 NO
Height: 50ft Length: 120 Width: 50
Exits : 12 Exit: North
Locations:
North: 3
South: 2
East: 3
West:
31Middle:
21Dead End: 1
Furniture: 14/14
Furniture 1: 54 - Large Wall Mirror
Furniture 2: 57 - Desk
Furniture 3: 47 - Large Fountain of Blood
Furniture 4: 64 - Dressing Table
Furniture 5: 52 - Large Empty Book Shelf
Furniture 6: 50 - Small Empty Book shelf
Furniture 7: 37 - Pew (1)
North: Ice Gate (Entrance) | Underwater Tunnel | Force Field
South: Large Fountain of Blood | Breakable Wall
East: Bookcase | Waterfall | Fire Gate
West: Wall Mirror |
Middle: Mimic Trap Door |
Returning back to the first room, there doesn't appear to be much changed except for the magic wall that was next to the door on the north side of the room. The Wall is gone. It looks like the switch turned off the magical barrier. On the other side is a massive cylindrical room. The circle has a diameter of 240ft. The large stone cylinder has a 35ft high ceiling. In the center of the room is a large circular fountain that is 20ft in diameter. The drowned corpse of a female half-orc floats lifelessly on the water. She's not dressed like an adventurer so it is mystery what she was doing here. Except for this rather disturbing element of the room, there is also another arch near the east side. One side of the arch is thicker than the other side. It was constructed to lead southward. There is a thick magical mist falling from the top of the arch with a great speed. The mist dissipates once it gets a bit away from the archway. Standing even some distance away from the arch, you feel cold. It gets exponentially colder the closer you get to the archway. One might be able to rush through the mist but it will definitely hurt a lot. It may also be deadly. There might be a way to shut the mist in a way similar to the way the party shut off the magical wall that led to this massive room. On the other side of the mist is a rectangular room. Due to the vantage point, it is not possible to tell how big the rectangular room is. From the part that is visible, you can tell that the floor is made of tan stones rather than the grey stones that make up the floor of the circular room. The walls of the rectangular room are wooden. There appears to be a dressing table in the other room. Also from the other room, the party can hear the sound of running water.
What does the party do?
They would like to investigate the sound of running water.
Grianne Wildpaw: Wood Elf Druid level 12 (8W-4L)- - Coliseum of Conquest: Master of Faerie Fire. Just don't ask her to spell it.
Grianne Wildpaw: Wood Elf Druid level 6 (2W-1L)- - Coliseum Reborn : Master of a Myriad of forms.
Runt, the Stormchosen: Half-Orc barbarian level 5 -- The Guild
Tomoe Gozen: Human Fighter Samurai level 5 -- Cronero (Solo Campaign)
The party can't investigate without crossing the arch. If they try to cross without turning it off, it will probably cause massive damage.
Well then, we must look for another switch. The team scours the room looking for a way to turn off the barrier.
Grianne Wildpaw: Wood Elf Druid level 12 (8W-4L)- - Coliseum of Conquest: Master of Faerie Fire. Just don't ask her to spell it.
Grianne Wildpaw: Wood Elf Druid level 6 (2W-1L)- - Coliseum Reborn : Master of a Myriad of forms.
Runt, the Stormchosen: Half-Orc barbarian level 5 -- The Guild
Tomoe Gozen: Human Fighter Samurai level 5 -- Cronero (Solo Campaign)
Looking around, there doesn't seem to be any other exit in the current room. That just leaves the two doors in the first room and the teleportation circle.