Collaborative Cave!

der_kluge said:
Other than that, it's open. Cavern type would probably be earthen/rock, like any other cavern system, really.

Um I have a thang for geology (amature rock collector) so to me earthen/rock means a hole lot of different things - and as I said I love caves and they are all very different

an example: Cave Types

Karst Caves associated with water flowing through carbonate rock (limestone, gypsum). This can form either tubes or the common cavern type formations (with stalactites and stalagmites etc)

Solution Caves like Karst caves but in noncarbonate rocks such as sandstone or salt. A Salt Cave could make for a really interesting encounter

Coral Caves can be considered a form of Karst cave, but are usually associated with the sea

Talus Caves, spaces between large rocks./boulders resulting from rock slides or collapse. Unstable

Tectonic crevices cracks and crevices in bedrock.

Sea Caves created by wave action

Lava Tubes smooth tunnels usually single channel but can form multilevel complexes

Ice Caves any cave that contain year-round permafrost

Glacier Caves cavities within glaciers. Light coming through the ice makes them blue tend to change shape quickly

Canyons cave-like high enclosed walls but open to the sky (brightly lit but with strange colours and shade effects)

Anyway I'd like to see some Canyons and drop holes in this complex. Ice Caves can go anywhere and there is no reason why we can't mix types I suppose...
 

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Asmo said:
Are you going to use the new stat-block for this project?

Asmo


The new stat block?

Really, at this point, I just want to have people volunteer for the rooms. Then we can worry about what the stat block looks like.
 

Tonguez said:
Um I have a thang for geology (amature rock collector) so to me earthen/rock means a hole lot of different things - and as I said I love caves and they are all very different

an example: Cave Types

Karst Caves associated with water flowing through carbonate rock (limestone, gypsum). This can form either tubes or the common cavern type formations (with stalactites and stalagmites etc)

Given that none of the others really apply to this cave, this would be the most logical choice.
 

blargney the second said:
Which way does the water flow in rooms 6, 8, and 10?
Based on the number of color gradations left and right of room 7, it seems like the water in 8 is quite a bit lower than in 6. So logically, the water would be flowing 6 -> 10 -> 8, with some sort of inflow in 6, and an outflow in 8 (every dragon lair needs some sort of backdoor...). Also, the water should be flowing fairly rapidly to maintain that kind of difference in height. (There may even be a little waterfall where the water from 10 dumps into the pool in 8.)

If that wasn't the intention, the map (and specifically the color gradation on the right of 7) should be adjusted...


Note: Room 4 and the chasm after room 2 are well below the water level in room 6. Some mechanism to flood those areas could be part of a trap. There's also various other "plumbing" option that could be exploited here. For example, blocking the outflow from #6 would make the water level there rise until it flows out into the chasm (possibly flooding 3 and 4 as well). However, rooms 10 and 8 would empty out and maybe reveal something intersting that was hidden beneath the water line. Blocking the outflow in #8 could flood most of northern half of the cave complex, possibly with air pockets remaining in 7 and 9.

Just some random musing...
 

der_kluge - did you settle on 5' or 10' squares? This is crucial to know what sort of potential for flight these dragons would have in the various rooms...
 

Room 10 totally needs a stone kith paragon half-radiation-dragon half-fiend vampire hecavir fast hero/greenbond/chaos mage with multiweapon fighting, a pair of +2 .357 magnums and a pair of rods of wonder. :D

Genuinely sorry, but I couldn't resist.

I'm pretty sure it's all OGL, though. ;)
 

If a *green* dragon is living here, I would think he'd want quick access to the water. Fighting from the water against pesky thieving adventurers is preferable to fighting on land; it gives him concealment for ambushing them, an easy escape route, and terrain that isn't as kind to the adventurers. Plus, the secret area in 9 just SCREAMS "hidden treasure pile" to me.

If I ran a dragon using this map as a lair, I'd add more interconnections between areas. From 12 to 8, perhaps, using a tunnel in the ceiling (fliers only!). Maybe there's a hidden tunnel from 7 to 11 (a secret door in 7 leads to a 100' deep pit, and the bottom is actually 11). I might even make 4 wrap around to the north instead of the south and have a small window to the chasm in 2.
 


MoogleEmpMog said:
Room 10 totally needs a stone kith paragon half-radiation-dragon half-fiend vampire hecavir fast hero/greenbond/chaos mage with multiweapon fighting, a pair of +2 .357 magnums and a pair of rods of wonder. :D

Genuinely sorry, but I couldn't resist.

I'm pretty sure it's all OGL, though. ;)

WTF? I've never heard of stone kith, half-radiation template, hecavir, greendbond, or chaos mage.
 

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