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  1. - Top - End - #1
    Barbarian in the Playground
     
    begooler's Avatar

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    Jan 2011
    Location
    mud bottom

    Default No Adventurers Allowed: Team Basilisk Spleen (IC)

    Reverse Dungeon Crawl
    Team Basilisk Spleen
    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.


    The Dungeon! (It may be one of many, but its yours.)
    Spoiler
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    1sq=5ft
    []=Door (See details for quality and lock)
    x=Secret or concealed door (See details)
    []=Trap. (Except alarm traps, which are green. See details)
    []=Alarm. (Either spell, or permanent trap)
    Glow=Lichen

    Spoiler
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    Lichen:
    Room 2, 3, 5, 8

    Room 1
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    Door (east, 3 from north): wooden, simple, free
    Door (west, 3 from north): wooden, simple, free, side-sliding
    Ceiling: 13 ft
    Lighting: Low Daylight

    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. Water trickles from one area of 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.

    Room 2
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    Door (north, 1 from west): wooden, strong, stuck
    Ceiling: 8 ft
    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.) Mold, moss and ferns grow near cracks in the walls.
    The East half of this room has been newly opened up and does not have the wood floor or crawl space below. A few sections of wall made of packed earth have been added in the south area of the room, sheilding the lichen.
    A 10 foot by 10 foot hole has been dug in the subfloor. 10 feet down, the material is stone instead of earth.

    1 Lichen, located in the pocket created by the protruding wall in the south.

    Room 3
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    Door (west, 6 from north): stone, stuck, trapped [trap: large net trap (CR1) (Find/Disable DC 21)]
    Door (east, 3 from north): wooden, simple, stuck
    Door (south, 10 from west): wooden, simple, locked
    Door (north, 10 from west): wooden, strong, stuck
    Door (south, 8 from west): wooden, simple, locked
    Door (south, 2 from west): wooden, strong, locked, down-sliding
    Ceiling: Sky
    Lighting: Mid Day Sun

    Spoiler
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    The arched doorways of this room open up to a clearing in a quiet grove of fruit trees with the sky above. The doors stand in the center of this clearing.

    Spoiler
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    {table=Head]X|1| 2| 3| 4| 5| 6| 7| 8| 9|10|11|12
    A|x|x|x|x|x|x|x|x|x|x|4|x
    B|x| |T|T|T|T|T| | | | |x
    C|x| |T|T|T|T|T| | | | |x
    D|x| |T|T|L|T|T| | | | |2
    E|x| |T|T|T|T|T| | | | |x
    F|x| |T|T|T|T|T| | | | |x
    G|1| | | | | | | | | | | x
    H|x|x|6|x|x|x|x|x|5|x|3|x
    [/table]

    Spear Gauntlet Trap:
    Spoiler
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    10 feet from the lichen are a series of leafy pads that when activated causes a spear to shoot up from each square surrounding the lichen up to 10 feet away. (Each spear emerges from a slightly different spot each round so that creatures can't simply stand between the spears.
    Spoiler
    Find DC: 17; Trigger: Location; Init +1; Melee +4 spear (1d8+1/x3) (each square each round); Duration: 5 rounds; Destruction: AC 12, Hardness 5, 10 HP (each square); Disarm: Disable Device DC 17 (each square), Disable Device DC 19 (central root located @E5)


    1 Lichen, in the middle of the clearing

    Room 4
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    Door (west, 5 from north): wooden, good, locked
    Door (south, 9 from west): (concealed) wooden, simple, free, behind rubbish
    Ceiling: 15ft

    The walls and floor are loose earth and the remains of stone tiles. The ceiling is loose earth and roots.
    A slope beginning north of the door on the west wall tunnels downwards at a 45 degree angle, descending 5 ft for each 5ft dug. At ten feet, the material becomes hard stone instead of earth. A hole dug through this stone reveals a lower cavern. A rope is left dangling to allow creatures to enter and exit the cavern.(See Cavern 7 in Cavern descriptions below and Cavern Level map.)

    Room 5
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    Door (east, 3 from north): (concealed) stone, locked (Open Lock DC 40), behind rubbish + CR 1 trap (alarm, automatic reset, mental, Search DC 26; Disable Device DC 26)
    Door (south, 7 from west): (concealed) illusory wall Trap: Glitterdust
    Ceiling: 9 ft
    Lighting: Low Light (moonlight)

    This room has a mosaic tiled floor covered by a few vines and its walls 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.

    Two Pit Traps In Middle of Room:
    Spoiler
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    CR 1; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 12,5 ft. deep (1d6, fall); Search DC 24; Disable Device DC 20.

    These pit traps go down to the Cavern Level. See Cavern 29. A rope is left dangling from the west pit to allow access.

    One pit trap south of east trap; 5ft deep.


    A lichen grows on the east end of the room, at the edge of the hedges.
    Traps:
    Glitterdust Trap: South, one square north of door.
    Spoiler
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    Glitterdust Trap
    CR 3; magic device; proximity trigger (alarm); automatic reset; spell effect (Glitterdust, 3rd-level wizard, blinded and visibly outlining invisible things for 3 rounds, DC 13 will); Search DC 27; Disable Device DC 27.




    Room 6
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    Door (east, 6 from north): (secret) rotating wall, magic word trigger
    Door (west, 3 from north): (concealed) iron, locked, behind rubbish
    Door (south, 4 from west): wooden, simple, stuck
    Ceiling: 10ft
    Lighting: Negates light supernaturally, but creatures with darkvision can see.

    The floor of this room is moist dirt and moss. A stone bench lines its north wall. 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.)
    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 cannot 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.
    The hall to the west of this room is protected by a pit trap.

    Room 7
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    Door (east, 5 from north): wooden, simple, free
    Door (north, 3 from west): (concealed) wooden, strong, stuck, behind rubbish
    Door (south, 2 from west): (secret) up-sliding, gesture trigger
    Door (north, 1 from west): stone, stuck, side-sliding
    Ceiling: 15ft
    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 8
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    Door (east, 1 from north): iron, locked
    Ceiling: Sky
    Lighting:Dusk

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    The arched doorway of this room opens up to a clearing in a quiet grove of fruit trees with the early night sky above. The single door stands in the center of this clearing. In the middle of the clearing there is a small dark hole in the ground through which the sound of running water can be heard.
    1 Lichen is also near the middle of the clearing, growing on a rock.

    Room 9
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    Door (west, 1 from north): stone, locked
    Ceiling: 12ft
    Lighting: None

    The stone walls and floor of this 25' x 45' room are intricately carved with abstract designs. In the center of the room is a mandala of inlaid stone. At one end of this room is a pool of water, and from a one corner of the room grows a bush with strange fruit.
    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 smaller.
    Above the ledges, the walls between this room and the next room (or hallway) are actually just thick tangles of plant growth.



    Cavern Level:
    Spoiler
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    Note that you do not automatically know the locations of traps and secret doors in the cavern level. You may explore the caverns. Time passes differently in the caverns than the Garden level. (Simply, time is based on post rate, and events happen concurrent to whatever has been posted in the upper level, regardless of how much time the events actually require.) Caverns are revealed as you discover them.

    Cavern 7:
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    Door (east, 3 from north): stone, obstructed (Concealed)
    Door (west, 3 from north): wooden, simple, obstructed, trapped [trap: spiked pit trap (40 ft. deep) (CR3) (Find/Disable DC 21)]

    The natural stone walls of this room are littered with carvings of unintelligible runes. A large boulder is found in the room. The floor is littered with bones, mostly of humanoids.
    The two doors in this room are obstructed by heaps of earth and stone.
    The tunnels from Room 7 continue where they left off.


    Cavern 18:
    Spoiler
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    Door (east, 1 from north): rotating wall, pressure-plate trigger
    Door (north, 2 from west): wooden, simple, stuck
    Door (west, 1 from north): iron, stuck
    Door (east, 3 from north): wooden, simple, stuck
    Ceiling 12ft
    Lighting: low light
    The natural stone walls of this room are littered with carvings of unintelligible runes.
    The floor is littered with bones, mostly of humanoids, and the walls and ceiling are covered with bioluminescent plants and fungi, casting low light throughout the room.

    Cavern 19:
    Spoiler
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    Door (south, 5 from west): iron, free
    Door (north, 2 from west): (concealed) wooden, strong, free
    Door (south, 1 from west): iron, locked, trapped [trap: lightning blast (CR3) (Find/Disable DC 21)

    The floor of this room is sand. Smooth stones, including some large boulders, and tumbleweeds are scattered about. Bioluminescent plants grow in a few areas. The walls are exceptionally smooth and curve at the corners where one wall meets another, the floor, or the ceiling. Every so often, a breeze blows the sand about, causing the room to become hazy and creating a shrill whistle. The sand gives off a soft violet and orange glow in the room, as a sunset.
    A treasure horde is located in the middle of the room. (Looted)

    Cavern 29:
    Spoiler
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    Door (south, 3 from west): wooden, good, stuck
    Ceiling: 7ft*

    This warm, steamy room is terraced in 5ft wide steps which descend towards a pit in the center of the room The sound of bubbling water can be heard from the pit, and every so often a jet of steam and boiling water erupts from it. On the west side of the room, the empty carapace of a huge aquatic arthropod is draped across the terraced floor.
    (Each 'step' in the floor is 5ft across and goes down 1ft.) The ceiling is 7ft above the floor's highest point.
    A hole is in the ceiling just inside the door, with a rope for climbing.




    DAY 3
    Spoiler
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    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 will be alerted if your actions are interrupted by adventurers before then.
    You can also chat or discuss in character.
    *Notes: The lichen in Grove Room 8 has been moved, but not updated in image. Cavern descriptions and images are up to date.
    Last edited by begooler; 2012-09-30 at 05:02 PM.

  2. - Top - End - #2
    Dwarf in the Playground
     
    BardGuy

    Join Date
    Jan 2011
    Location
    Gensokyo Asylum

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Arkan, Day 0

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    Room 4, beginning of digging, A1 is top left corner.
    {table=Head]X|1| 2| 3| 4| 5| 6| 7| 8| 9| 10
    A|>|>|>|>|>|>|>|>|>|^
    B|^|<|<|<|<|<|<|<|<|<
    C|>|>|>|>|>|>|>|>|>|^
    D|^|x|x|x|x|x|x|x|x|x
    [/table]

    Begin digging from D1, dig 5'North, and 5'Down (45* angle), turning East. Continue digging 5'East and 5'Down until C10, where I have the slope turn to reach B10, where I continue my 45* angle dig down, going West towards B1. Continue digging this pattern until A10, the end of the path. While digging, Mine out the ceiling to be level with the rest of the room.

    Tools:
    Heavy Pick + Radiance(Thunder's Glare) [1d4+1(piercing) + 3d6+5 (Sonic), Any Zorn minions donated for my use.

    Excess dirt/stone is taken above-ground using Floating Disc and laid out as a low 'wall' (5' high) around our dungeon's groves. If the Xorn doesn't eat it, I can later take a wand of Create Water and some scrolls of Transmute Mud to Rock to it.
    Last edited by Hellfire014; 2012-08-28 at 03:06 PM.

  3. - Top - End - #3
    Bugbear in the Playground
     
    Mangles's Avatar

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    Apr 2009
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    Australia
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    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Glen Day 0

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    Image of Glen
    Spoiler
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    Up the north east edge of the picture the P is a pit trap and the X just south of it is a secret door. Beryllium was used to create the pit trap. I bought the door with money. The Pit trap has an alarm spell on it.

    In room 2 I am going to be doing a bit of expanding and the A on the door is an alarm spell created by my floating eye.

    I shall also coax the Lichen one square to the south and if I have a Xorn I will use the half rock to build a small wall around it.

    Glen's third eye - Clairvoyance stance

    Glen's pickaxe
    Last edited by Mangles; 2012-09-01 at 08:28 AM.
    'Stralia: Now a campaign setting (D&D 3.5 E6)

    Avatar by Simius

  4. - Top - End - #4
    Ogre in the Playground
     
    Lexin's Avatar

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    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Lester Day 0
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    Room 5
    {table=Head]X|1| 2| 3| 4| 5| 6| 7| 8| 9|10
    A|x|x|x|x|x|x|x|x|x|x
    B|x| | | | | |L| | |x
    C|x| |P| |P| | | | |x
    D|x| | | | | | | | |1
    E|x| | | |K| |T| | |x
    F|x|x|x|x|x|x|2|x|x|x
    [/table]
    1- Door 1 - (concealed) stone, locked (Open Lock DC 40), behind rubbish + CR 1 trap (alarm, automatic reset, mental, Search DC 26; Disable Device DC 26)
    2 - Door 2 - (concealed) illusory wall
    x - walls
    L- lichen
    P (c3)- Passage to caverns + camouflaged Pit fall
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    CR 1; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); Search DC 24; Disable Device DC 20.
    Bottom hatch (camouflaged) Search DC 24

    P (C5) - Camouflaged Pit Fall
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    CR 1; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 12,5 ft. deep (1d6, fall); Search DC 24; Disable Device DC 20.

    K- Camouflaged Pit trap 5ft deep (If Lester isn't around Kobold is inside, hidden, ready to react)
    T- CR 3 trap
    Spoiler
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    Glitterdust Trap
    CR 3; magic device; proximity trigger (alarm); automatic reset; spell effect (Glitterdust, 3rd-level wizard, blinded and visibly outlining invisible things for 3 rounds, DC 13 will); Search DC 27; Disable Device DC 27.


    Eyeball (near Lester)
    Kobold (Pit trap)
    Last edited by Lexin; 2012-09-08 at 04:52 AM.

    “No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.”
    ― Steven Brust

    “Plan. Yes. Good idea. I should come up with a plan.”
    ― Steven Brust, Dzur

  5. - Top - End - #5
    Orc in the Playground
    Join Date
    Mar 2007
    Location
    Northern Canada
    Gender
    Male

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Fln'Brax Day 0

    A voice resonates in Glen's head "Welcome roomate, you have top bunker *chuckle* I'm under the floor boards if you are wondering.".

    A Voice resonates in Scruffy's... thinking center.
    "Would you be able to dig tunnels under the room with the creaking wooden floor? Roughly 10 feet down would work. If you need help getting through the subfloor without damaging it, I can help with that."
    Spoiler
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    Fln'Brax is currently lairing under the floor boards of room 2.

    The voice Glen is hearing is actually Fln'Brax's minion who's under orders to repeat everything he says telepathicaly to whoever he happens to be looking at. He also has his Traitor's tongue aura turned off at the moment, so his roomate can respond.

    Fln'Brax's familiar, a raven, is happily living in the clearing where it is more at home. However, if something were to come through, it's under orders to hide, the empathic link would let him know. Eye1 and Eye2 are under orders to relay any intruders they pickup with their clairvoyance ability between the two of them and then let anyone within their telepathic range know (through mindsight)

    The minions have also placed alarm traps a little all over the dungeon.



    Minion
    Spoiler
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    My modifications on map
    Spoiler
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    The big circles are the range of telepathy of the floating eyeballs.
    Ouch, my telepathic message system took a serious hit.
    Last edited by TheDon; 2012-08-28 at 06:22 PM.

  6. - Top - End - #6
    Barbarian in the Playground
     
    begooler's Avatar

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    mud bottom

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Scruffy aids Fln'Brax and Arkan in digging. In Room 4, Arkan and Scruffy eventually reach stone, once they dig below 10ft. Arkan is able to pick away 5ft down through the stone, revealing lower caverns that rest below their garden. He opens up an entrance in the 18ft high ceiling of a cavern. The natural stone walls of this cavern are littered with carvings of unintelligible runes. A large boulder is found in the room. The floor is littered with bones, mostly of humanoids. There is one wooden door that can be seen.
    Spoiler
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    See details on map and description of caverns.


    Fln'Brax is also confronted with a stone floor after Scruffy digs 10 feet deep.
    The other modifications to the dungeon are completed as planned.

    End Day 0. Begin Day 1.

  7. - Top - End - #7
    Ogre in the Playground
     
    Lexin's Avatar

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    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Lester, Day 1

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    Room 5
    1. Moving Lichen from B9 to B8.

    2. Lester tries to check what is above this room, where the light comes from.

    3. ... would the cost for pit trap be lowered if I borrow a burrowing creature from someone? ... According to SRD digging a 10 ft hole costs 1,8k...

    4. Digging a 20 ft hole in C3 and C5 + 5ft one in E5, using a borrowed Xorn


    If someone tell Lester that you have a way to Caverns below, he would be happy to look around there...
    Last edited by Lexin; 2012-09-05 at 04:38 PM.

    “No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.”
    ― Steven Brust

    “Plan. Yes. Good idea. I should come up with a plan.”
    ― Steven Brust, Dzur

  8. - Top - End - #8
    Barbarian in the Playground
     
    begooler's Avatar

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    mud bottom

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    As Lester investigates the apex of the topiary ceiling in Room 5, he discovers that no matter how high he ascends, the opening in the bushes is always just out of reach, though the floor does get farther and farther below him. The source of the moonlight is the moon, which can be seen through the opening. The moonlight does not change as the 'day' passes.

  9. - Top - End - #9
    Dwarf in the Playground
     
    BardGuy

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    Gensokyo Asylum

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Day 1
    Spoiler
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    Arkan does some exploring around the new cave, spending a significant amount of time searching the area for any sort of traps, secret doors, or other such oddities (take 20). Should he find any, he places an Arcane Mark to mark the hazards and doors, and uses excess earth to blockade the doors (for now). The rest of the day is spent continuing digging as stated in Day 0. He also attaches a rope near the edge of the hole, so his less mobile acquaintances can get down there.

    Day 0 Clarification: perhaps I wasn't clear enough in my description, but the digging isn't just going down 5 feet each row, but 5 feet each square I dig. So It's not a gentle, wide slope down, but a somewhat narrow, windy, steep slope. At A10, I would have dug 155 feet downwards, total, along with leveling the ceiling up to that point. The table added was meant to be the path I dig over a period of time, MUCH longer than a day.
    Last edited by Hellfire014; 2012-09-05 at 10:18 PM.

  10. - Top - End - #10
    Barbarian in the Playground
     
    begooler's Avatar

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    mud bottom

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Arkan discovered that the door on the west wall of the cavern triggers a pit trap. (If he doesn't have a kobold handy or trapfinding, he sets it off while searching, but to no negative effect since he can fly.) The pit is 40ft deep.
    On the east wall, Arkan discovers a concealed door, which is a slab of stone that is camouflaged with the rest of the wall but can be slid out of the way.
    Both doors open to dank, mildewy smelling tunnels that vary widely in width. The walls of the tunnels are uneven natural stone.
    Arkan also finds that the north wall contains a vein of silver, which could be mined out. (At a rate of 100gp worth of silver per hour; the vein contains 2,000 gp worth of silver total.)

    Arkan also becomes aware that adventurers can navigate into and out of the tunnels of these caverns, just like they can through the hallways in the garden level. Only depraved adventurers who are hopelessly lost end up in these tunnels.
    Last edited by begooler; 2012-09-05 at 09:53 PM.

  11. - Top - End - #11
    Ogre in the Playground
     
    Lexin's Avatar

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    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Lester, Day 1 (continued)
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    Kobold starts working on camouflage on the pits. (375 total)

    For progress - (1d20+7)[25] * 20 (DC) = 500 ... so he finished in one day.

    There are now 2 camouflaged pit traps (C3 and C5)
    CR 1; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 12,5 ft. deep (1d6, fall); Search DC 24; Disable Device DC 20.
    In case of C3, on the bottom there is another camouflaged hatch instead of simple stone.

    Last edited by Lexin; 2012-09-06 at 01:08 PM.

    “No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.”
    ― Steven Brust

    “Plan. Yes. Good idea. I should come up with a plan.”
    ― Steven Brust, Dzur

  12. - Top - End - #12
    Barbarian in the Playground
     
    begooler's Avatar

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    mud bottom

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Digging below Room 5, Lester opens up an entrance to the ceiling in a cavern.
    A wooden door is on the south wall of the carvern, which is somewhat heart shaped, and roughly 25ftx25ft in size.
    The warm, steamy cavern is terraced in 5ft wide steps which descend towards a pit in the center of the room The sound of bubbling water can be heard from the pit, and every so often a jet of steam and boiling water erupts from it. On the west side of the room, the empty carapace of a huge aquatic arthropod is draped across the terraced floor.
    The steps in the floor drop one foot every five feet. The ceiling is seven feet above the highest step.
    Last edited by begooler; 2012-09-06 at 01:09 PM.

  13. - Top - End - #13
    Ogre in the Playground
     
    Lexin's Avatar

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    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Lester ties the rope to something in room 5 and quietly descends downstairs. He stays away from the hole in the middle and focuses on looking around the cavern.

    Spoiler
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    Searching for traps 'take 20' for 25
    Listen (1d20+10)[19]
    Spot (1d20+10)[22]
    Hide (1d20+18)[25]
    Move silently (1d20+18)[20]

    “No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.”
    ― Steven Brust

    “Plan. Yes. Good idea. I should come up with a plan.”
    ― Steven Brust, Dzur

  14. - Top - End - #14
    Barbarian in the Playground
     
    begooler's Avatar

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    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    There seems to be nothing in this cavern beyond what meets the eye. The other side of the door is quiet, and peeping under it reveals it leads to a winding tunnel.

    Lester also becomes aware that adventurers can navigate into and out of the tunnels of these caverns, just like they can through the hallways in the garden level. Only depraved adventurers who are hopelessly lost end up in these tunnels.

    Spoiler
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    Updated Cavern Map above.

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    Ogre in the Playground
     
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    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    He gives one more quick look around and sends his Eye Minion to others in the dungeon.

    "I've found a cavern below my room... Anyone want's to join me to look around?"

    “No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.”
    ― Steven Brust

    “Plan. Yes. Good idea. I should come up with a plan.”
    ― Steven Brust, Dzur

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    Orc in the Playground
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    Fln'Brax Day 1

    "Do not dig past the cavern level, it is the deep after that. Pass the message along."

    Spoiler
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    Learning through his minion about the room under room 5, Fln'Brax halts the digging of the stone. He then travels 60 feet straight down through the rock using his incorporeality and then comes back.

    regardless of the presence of a room or not, he will join Lester in the exploration.

    Fln'Brax takes the floating eyeball that's in room 5 already with him on the exploration, and moves the floating eyeball that's currently in room 2 to room 8, with the instruction to come and alert him if he detects an incursion and to come and find him, and tell anyone within it's mindsight range while it's on it's way so they can spread the message, as per previous instructions.

    Edit : Fln'Brax also informs his eyeball that is currently in room 8, to let everyone know within range "Do not dig past the cavern level, it is the deep after that. Pass the message along."
    Last edited by TheDon; 2012-09-08 at 02:49 AM.

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    Bugbear in the Playground
     
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    Glen day 1
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    Glen spends his time moving the lichen from room 8 into cavern 7 before heading to join Lester in his exploration of cavern 29. He brings his xorn along with him. He leaves his eye minion in room 2 with the strict instructions to warn him if he perceives any possible threat to the dungeon.
    Last edited by Mangles; 2012-09-07 at 04:24 PM.
    'Stralia: Now a campaign setting (D&D 3.5 E6)

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    Scruffy Day 1

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    In room 3, two seeds pop out from Scruffy's side. One grows in about a minute and forms a human-like creature made from plant matter. The other grows in the course of 10 minutes into a series of sharpened sticks, sunk into the ground using powerful roots that surround the lichen.

    It orders the verdant servant and then goes off to explore the grove. "Stand guard around the lichen but watch out for the traps."

    {table=Head]X|1| 2| 3| 4| 5| 6| 7| 8| 9|10|11|12
    A|x|x|x|x|x|x|x|x|x|x|4|x
    B|x| |T|T|T|T|T| | | | |x
    C|x| |T|T|T|T|T| | | | |x
    D|x| |T|T|L|T|T| | | | |2
    E|x| |T|T|T|T|T| | | | |x
    F|x| |T|T|T|T|T| | | | |x
    G|1| | | | | | | | | | | x
    H|x|x|6|x|x|x|x|x|5|x|3|x
    [/table]

    Door 1 : stone, stuck, trapped [trap: large net trap (CR1) (Find/Disable DC 21)]
    Door 2: wooden, simple, stuck
    Door 3: wooden, simple, locked
    Door 4: wooden, strong, stuck
    Door 5: wooden, simple, locked
    Door 6: wooden, strong, locked, down-sliding

    Using Budding Creation to make 5 cu. ft. worth of spear gauntlet trap (from Secrets of Xen'drik) that surround the lichen after it has moved to D5 from D6. If one seed isn't enough, Scruffy will use Budding Creation enough times to have two rings worth of spear gauntlet trap surrounding the lichen. These traps rot after 24 hours.

    Spear Gauntlet Trap

    10 feet from the lichen are a series of leafy pads that when activated causes a spear to shoot up from each square surrounding the lichen up to 10 feet away. (Each spear emerges from a slightly different spot each round so that creatures can't simply stand between the spears.
    Spoiler
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    Find DC: 17; Trigger: Location; Init +1; Melee +4 spear (1d8+1/x3) (each square each round); Duration: 5 rounds; Destruction: AC 12, Hardness 5, 10 HP (each square); Disarm: Disable Device DC 17 (each square), Disable Device DC 19 (central root located @E5)


    The Verdant Servant is equivalent (right now) to a 3rd level Astral Construct in stats. It is ordered to stay no less than 5 feet away from any of the spear traps and guard the lichen against anyone else who enters the room.
    Last edited by Avalon®; 2012-09-09 at 11:05 PM.
    Spoiler: A quote
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    Quote Originally Posted by Doxkid View Post
    Avalon: "The words on this page says it one-shots the encounters. All the encounters. Forever.

    That is literally the only class feature."


    Shady: "Yeah. It's slightly weaker than my build."

    Avalon: "...Your build is just 'Yes.' written in nearly every category of your sheet. Your backstory is a series of links to TO builds. Your character's name is all of those names listed side by side."

    Shady: "...so I need to make it stronger?"

    My extended homebrew signature

  19. - Top - End - #19
    Dwarf in the Playground
     
    BardGuy

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    Arkan Day 1 (continued)
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    I make my minions, Munchy and Gelihast begin blocking off Cavern 7's doors, then start mining out the silver, while I continue my dig down.

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    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Fln'Brax's exploration reveals another cavern, that opens up 8ft down from where the stone began. The cavern is approximately 25 by 30 feet in size. Its natural stone walls of this room are covered with carvings of unintelligible runes.
    The floor is littered with bones, mostly of humanoids, and the walls and ceiling are covered with bioluminescent plants and fungi, casting low light throughout the room.
    The floor of this cavern is 12ft from the ceiling, and below that is solid stone for another 20 feet. Eventually, the stone opens into a cavern as wide as one can see in all horizontal directions. The cavern is filled with water, which doesn't quite reach the ceiling.
    This is the deep. Creatures that delve into the deep far enough that they cannot reach the place from where they entered will not find another exit.
    Spoiler
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    Cavern 18 is the initial Cavern Fln'Brax found. (Details added, but image is not updated.)


    End Day 1. Begin Day 2.
    Last edited by begooler; 2012-09-07 at 06:57 PM.

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    Ogre in the Playground
     
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    Lester, Day 2

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    Nothing much to do:
    1. Moving Lichen to B7 (included in Day 0 post)



    Lester tries to open the door in cavern level, first listening if something is on the other side.
    Spoiler
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    Listen (1d20+10)[18]

    “No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.”
    ― Steven Brust

    “Plan. Yes. Good idea. I should come up with a plan.”
    ― Steven Brust, Dzur

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    Barbarian in the Playground
     
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    Nothing is heard from the other side of the door, save the echo of breezes through the tunnels and the occasional sound of water dripping.
    The stuck wooden door makes a creaking sound that echoes throughout the tunnel when forced open. Exiting the cavern into the tunnel Lester (as well as Fln'Brax and Glen if they follow) see that the tunnel continues both to the east and to the west. To the east, it narrows severely, and turns around the corner to the south.
    To the west, the tunnel widens somewhat, to a little less than 10 feet wide, and continues for about 10 feet until another tunnel opens up to the north. Past this opening a few feet the tunnel stops traveling west, ending at an iron door and another tunnel turning south.
    Last edited by begooler; 2012-09-08 at 10:32 AM.

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    Orc in the Playground
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    Fln'Brax follows Lester, roughly 15 feet behind. He also readies a swift action to go ethereal if they encounter something.

  24. - Top - End - #24
    Ogre in the Playground
     
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    Lester chooses the west tunnel, and if he doesn't notice anything dangerous when looking to the tunnels he passes, he continues up to the door. He again listens to check if there is anything on the other side, and if not (and Fln'Brax doesn't want to just look through the door) then he opens it.

    Spoiler
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    Listen (1d20+10)[15]

    “No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.”
    ― Steven Brust

    “Plan. Yes. Good idea. I should come up with a plan.”
    ― Steven Brust, Dzur

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    Dwarf in the Playground
     
    BardGuy

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    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Day 2
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    Arkan decides to take a break from digging (his back hurts) while he sends Gelihast to continue his route as best he can, and Munchy to start on the Silver vein. Arkan will try to see where everyone is at.
    Last edited by Hellfire014; 2012-09-08 at 02:38 PM.

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    Bugbear in the Playground
     
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    Day 2

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    Glen continues moving the lichen from room 8 into cavern 7.
    'Stralia: Now a campaign setting (D&D 3.5 E6)

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    Barbarian in the Playground
     
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    Lester and Fln'Brax peek into the cavern. The iron door opens with little effort.
    Spoiler
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    The floor of this cavern is sand. Smooth stones, including some large boulders, and tumbleweeds are scattered about. Bioluminescent plants grow in a few areas. The walls are exceptionally smooth and curve at the corners where one wall meets another, the floor, or the ceiling. Every so often, a breeze blows the sand about, causing the room to become hazy and creating a shrill whistle. The sand gives off a soft violet and orange glow in the room, as a sunset.
    A treasure horde is located in the middle of the room.

    Spoiler
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    Cavern 19 will be added to the map when I update it.


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    Day 2
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    Scruffy regrows the traps surrounding the lichen in room 3 then proceeds to explore the endless grove wherein the lichen resides.
    Spoiler: A quote
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    Quote Originally Posted by Doxkid View Post
    Avalon: "The words on this page says it one-shots the encounters. All the encounters. Forever.

    That is literally the only class feature."


    Shady: "Yeah. It's slightly weaker than my build."

    Avalon: "...Your build is just 'Yes.' written in nearly every category of your sheet. Your backstory is a series of links to TO builds. Your character's name is all of those names listed side by side."

    Shady: "...so I need to make it stronger?"

    My extended homebrew signature

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    Barbarian in the Playground
     
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    The grove is full of fruit trees of many varieties. The ground is covered with leaves, small stones, moss and ferns. If scruffy travels deep enough into the grove that it can't see the clearing, it will have to make survival checks to find its way back.

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    The Eyeball enters the Trepidation Stance, and they both (Lester and Eyeball, which from now on shall be called Bob) scan the room looking for any danger
    Spoiler
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    Spot Eye: (1d20+7)[22]
    Spot Lester: (1d20+10)[29]
    Listen Lester: (1d20+10)[29]


    Of they find nothing, Lester starts looking for traps (26 search check)

    If still nothing... for the Treasure!!

    “No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.”
    ― Steven Brust

    “Plan. Yes. Good idea. I should come up with a plan.”
    ― Steven Brust, Dzur

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