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<blockquote data-quote="Asisreo" data-source="post: 8285507" data-attributes="member: 7019027"><p><h2><span style="color: rgb(85, 57, 130)">Chaos</span></h2><h3>Room 1: Entrance</h3><p>This 60x60ft room will contain the teleportation circle that the party arrives from. Immediately, there is a set of staircases 40ft wide in front of them made of immaculately crafted marble. The stairs will have about a 5ft vertical and 20ft horizontal. Upon walking up the stairs for about 100ft in the diagonal direction, they get led into room 2.</p><p></p><h3>Room 2: Puzzle</h3><p>This is another 60x60ft room with four pedestals at the far end, as well as an empty space with a portal. At each corner on the wall are open portals assigned to a specific color: red, blue, green, and brown. These colors are associated with rooms 2.a, 2.b, 2.c, and 2.d respectively.</p><p></p><h4><span style="color: rgb(235, 107, 86)">Room 2.a: Trial of Flames</span></h4><p></p><p>This room is under the condition of "Extreme Heat" which forces a constitution save every hour unless the creature has fire resistance/immunity. The DC starts at 5 and increases every hour. The room itself is 100x100 ft with the red portal placing the party on one of the walls and it appears to be mostly empty outside of a red orb on a pedestal at the far side of the room.</p><p> </p><p>There are 3 illusions in this area, though, as if made through a Major Image(DC 19). The first illusion is the very ground itself. The room appears to be long and flat but the ground after the first 20ft forwards is an illusion. Underneath is a 50ft drop into a pit filled with poisonous gas that acts like Essence of Ether (DMG 258). The second illusion is the red orb on the far side of the room. The third illusion is the wall behind the red orb illusion. Behind the wall is actually another room with dark red Demon Armor.</p><p></p><p>The real orb is located inside the pit filled with poisonous gas, to the wall nearest where the portal placed the party. Once retrieved, the orb transports any living creature in the room back into room 2.</p><p></p><h4><span style="color: rgb(65, 168, 95)">Room 2.b: Trial of Winds</span></h4><p>This room is under the Extreme Cold condition which forces a DC 10 constitution save every hour unless the creature has cold resistance/immunity or a source of warmth. This room is extremely large, 10x10 miles, and takes place entirely on the peaks of mountains. Therefore, creatures suffer the effects of High Altitude up to 20,000ft. The room looks infinite and has a random pattern of mountains, but the 10x10 mile boundary cannot be crossed. There is no natural light source in this room and it is filled with nonmagical darkness. There are no stars, no moon, and no sun. The ground is difficult terrain.</p><p></p><p>A castle made of clouds is located on the map (will create the maps later), and inside the castle of clouds is the green orb. The green orb transports every living creature in the room out.</p><p></p><h4><span style="color: rgb(163, 143, 132)">Room 2.c: Trial of Lands</span></h4><p>The 10x10x10 mile room starts the party completely surrounded by stone except for 4 10ft-diameter tunnels running through the far side of the wall, the right side, the left side, and the bottom. Each leads into a labryinth of tunnels that the party must navigate to find the location of the brown orb (located on map).</p><p></p><p>Every 5 minutes, the ground trembles and its as if an Earthquake(DC 19) spell was centered where they stood. The Earthquake has a 50% chance to collapse the tunnel where the party is going, dealing damage equal to a 10ft high structure and it caves-in their entrance. It takes a DC 20 Strength(Athletics) check to undo the rubble caused by the Earthquake.</p><p></p><h4><span style="color: rgb(44, 130, 201)">Room 2.d: Trial of Seas</span></h4><p>This 500x500x500ft room is filled with water up to 400ft, with a small 30x30ft platform that the party starts on. The room is brightly lit. The water is under the condition of Frigid Water and there are vortexes which acts as if they are under the Control Water: Whirlpool (DC 19) effects. The area is also under the influence of the Storm of Vengeance (DC 19) spell that lasts indefinitely and comes back after 5 minutes if dispelled.</p><p></p><p>The blue orb is located at the very bottom of the waters. After retrieving the blue orb, unlike the other rooms, the retriever of the orb must then swim back up to the platform.</p><p></p><h3>Room 3: War Room</h3><p>This is a 600x600x3000ft room surrounded by stone/earth and has large bodies of water and lava both flowing through and pooling in different locations. The room is dimly lit and has large stalagmites/stalagtites that can be used as cover.</p><p></p><p>Inside are the Balor, Storm Giant, Adult Silver Shadow Dragon, and Purple Worm. They will begin to talk to the party (those that are able), questioning why they appear before them. The Storm Giant is patient and simply wishes to have them leave but the Balor wants to fight and kill them quickly. The shadow dragon patiently watches and listens and only speaks when he thinks his opinions are needed, otherwise he stays quiet. The Purple Worm waits patiently while moving through the earth until the Shadow Dragon commands it to fight.</p><p></p><p></p><p>Alot of refining needed but at least there's some coherency in the first dungeon. Also have to work on the actual map, but now that everything's established, that's the easy part.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8285507, member: 7019027"] [HEADING=1][COLOR=rgb(85, 57, 130)]Chaos[/COLOR][/HEADING] [HEADING=2]Room 1: Entrance[/HEADING] This 60x60ft room will contain the teleportation circle that the party arrives from. Immediately, there is a set of staircases 40ft wide in front of them made of immaculately crafted marble. The stairs will have about a 5ft vertical and 20ft horizontal. Upon walking up the stairs for about 100ft in the diagonal direction, they get led into room 2. [HEADING=2]Room 2: Puzzle[/HEADING] This is another 60x60ft room with four pedestals at the far end, as well as an empty space with a portal. At each corner on the wall are open portals assigned to a specific color: red, blue, green, and brown. These colors are associated with rooms 2.a, 2.b, 2.c, and 2.d respectively. [HEADING=3][COLOR=rgb(235, 107, 86)]Room 2.a: Trial of Flames[/COLOR][/HEADING] This room is under the condition of "Extreme Heat" which forces a constitution save every hour unless the creature has fire resistance/immunity. The DC starts at 5 and increases every hour. The room itself is 100x100 ft with the red portal placing the party on one of the walls and it appears to be mostly empty outside of a red orb on a pedestal at the far side of the room. There are 3 illusions in this area, though, as if made through a Major Image(DC 19). The first illusion is the very ground itself. The room appears to be long and flat but the ground after the first 20ft forwards is an illusion. Underneath is a 50ft drop into a pit filled with poisonous gas that acts like Essence of Ether (DMG 258). The second illusion is the red orb on the far side of the room. The third illusion is the wall behind the red orb illusion. Behind the wall is actually another room with dark red Demon Armor. The real orb is located inside the pit filled with poisonous gas, to the wall nearest where the portal placed the party. Once retrieved, the orb transports any living creature in the room back into room 2. [HEADING=3][COLOR=rgb(65, 168, 95)]Room 2.b: Trial of Winds[/COLOR][/HEADING] This room is under the Extreme Cold condition which forces a DC 10 constitution save every hour unless the creature has cold resistance/immunity or a source of warmth. This room is extremely large, 10x10 miles, and takes place entirely on the peaks of mountains. Therefore, creatures suffer the effects of High Altitude up to 20,000ft. The room looks infinite and has a random pattern of mountains, but the 10x10 mile boundary cannot be crossed. There is no natural light source in this room and it is filled with nonmagical darkness. There are no stars, no moon, and no sun. The ground is difficult terrain. A castle made of clouds is located on the map (will create the maps later), and inside the castle of clouds is the green orb. The green orb transports every living creature in the room out. [HEADING=3][COLOR=rgb(163, 143, 132)]Room 2.c: Trial of Lands[/COLOR][/HEADING] The 10x10x10 mile room starts the party completely surrounded by stone except for 4 10ft-diameter tunnels running through the far side of the wall, the right side, the left side, and the bottom. Each leads into a labryinth of tunnels that the party must navigate to find the location of the brown orb (located on map). Every 5 minutes, the ground trembles and its as if an Earthquake(DC 19) spell was centered where they stood. The Earthquake has a 50% chance to collapse the tunnel where the party is going, dealing damage equal to a 10ft high structure and it caves-in their entrance. It takes a DC 20 Strength(Athletics) check to undo the rubble caused by the Earthquake. [HEADING=3][COLOR=rgb(44, 130, 201)]Room 2.d: Trial of Seas[/COLOR][/HEADING] This 500x500x500ft room is filled with water up to 400ft, with a small 30x30ft platform that the party starts on. The room is brightly lit. The water is under the condition of Frigid Water and there are vortexes which acts as if they are under the Control Water: Whirlpool (DC 19) effects. The area is also under the influence of the Storm of Vengeance (DC 19) spell that lasts indefinitely and comes back after 5 minutes if dispelled. The blue orb is located at the very bottom of the waters. After retrieving the blue orb, unlike the other rooms, the retriever of the orb must then swim back up to the platform. [HEADING=2]Room 3: War Room[/HEADING] This is a 600x600x3000ft room surrounded by stone/earth and has large bodies of water and lava both flowing through and pooling in different locations. The room is dimly lit and has large stalagmites/stalagtites that can be used as cover. Inside are the Balor, Storm Giant, Adult Silver Shadow Dragon, and Purple Worm. They will begin to talk to the party (those that are able), questioning why they appear before them. The Storm Giant is patient and simply wishes to have them leave but the Balor wants to fight and kill them quickly. The shadow dragon patiently watches and listens and only speaks when he thinks his opinions are needed, otherwise he stays quiet. The Purple Worm waits patiently while moving through the earth until the Shadow Dragon commands it to fight. Alot of refining needed but at least there's some coherency in the first dungeon. Also have to work on the actual map, but now that everything's established, that's the easy part. [/QUOTE]
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