=> [MINI-META]The Leaning East Outgrowth
You are now in the east outgrowth of a giant hive, situated in the most expensive land-dwelling part of Civisect City..
South Outgrowth Locations
Armory:
The armory was not treated well. Burnt to a crisp, what remains of the structures are now leaning at a drastic angle. There also appears to be a great deal of nesting material here from some kind of creature. Trash is strewn all over the floor, and the entire block smells of trapped musk. Much of the room has been pillaged, though the roof partially caving in may have preserved some sturdy pieces - if one can dig that far without passing out from the stench or getting conked over the head by falling rubble.
LEVEL 3
Investigation Tables:
Training Block:
Almost like an optical illusion, the training block twists and turns in strange ways. The floor tiles are shattered and cracked, some huge rifts zig-zagging and opening up the floor. The walls tilt in and out, with the ceiling crunching in on itself like an accordion. There is still equipment for training bolted to the walls, nearly unrecognizable. The charred training dummies scattered about and dismembered makes this look like an obstacle course turned horror show. Most of the mirrored walls in the block are broken and charred over, but occasionally you may spot your reflection in an unexpected place.
LEVEL 3
Investigation Tables:
The armory was not treated well. Burnt to a crisp, what remains of the structures are now leaning at a drastic angle. There also appears to be a great deal of nesting material here from some kind of creature. Trash is strewn all over the floor, and the entire block smells of trapped musk. Much of the room has been pillaged, though the roof partially caving in may have preserved some sturdy pieces - if one can dig that far without passing out from the stench or getting conked over the head by falling rubble.
LEVEL 3
Investigation Tables:
Quote:
Level 1 & 2 (roll 1d6)
1. ITEM! Notify staff in discord!
2. HAZARD: The entire room seems to shift a bit, lowering about two degrees.
3. OBSTACLE: A battle chest is slightly open, but you see glittering little eyes staring back at you from inside and decide to back off.
4: OBSTACLE: You reach for a moldy leather cuirass that has escaped pillaging, before realizing it's moist covered in smells.
5: HAZARD: The pile of rubble you're standing on shifts into the ground and becomes a much smaller pile of rubble.
6: ITEM! Notify staff in discord!
1. ITEM! Notify staff in discord!
2. HAZARD: The entire room seems to shift a bit, lowering about two degrees.
3. OBSTACLE: A battle chest is slightly open, but you see glittering little eyes staring back at you from inside and decide to back off.
4: OBSTACLE: You reach for a moldy leather cuirass that has escaped pillaging, before realizing it's moist covered in smells.
5: HAZARD: The pile of rubble you're standing on shifts into the ground and becomes a much smaller pile of rubble.
6: ITEM! Notify staff in discord!
Quote:
Level 3 (roll 1d8 )
1. ITEM! Notify staff in discord!
2. HAZARD: The entire room seems to shift a bit, lowering about two degrees.
3. OBSTACLE: A battle chest is slightly open, but you see glittering little eyes staring back at you from inside and decide to back off.
4: OBSTACLE: You reach for a moldy leather cuirass that has escaped pillaging, before realizing it's moist covered in smells.
5: HAZARD: The pile of rubble you're standing on shifts into the ground and becomes a much smaller pile of rubble.
6: HAZARD: One of the beams from the ceiling drops down, causing a creature above you to hiss and skedaddle into the rafters and a creature below you to scatter into the hole that said beam created.
7: OBSTACLE: In sifting through the rubble pile you manage to stab yourself on a single arrowhead.
8: ITEM! Notify staff in discord!
1. ITEM! Notify staff in discord!
2. HAZARD: The entire room seems to shift a bit, lowering about two degrees.
3. OBSTACLE: A battle chest is slightly open, but you see glittering little eyes staring back at you from inside and decide to back off.
4: OBSTACLE: You reach for a moldy leather cuirass that has escaped pillaging, before realizing it's moist covered in smells.
5: HAZARD: The pile of rubble you're standing on shifts into the ground and becomes a much smaller pile of rubble.
6: HAZARD: One of the beams from the ceiling drops down, causing a creature above you to hiss and skedaddle into the rafters and a creature below you to scatter into the hole that said beam created.
7: OBSTACLE: In sifting through the rubble pile you manage to stab yourself on a single arrowhead.
8: ITEM! Notify staff in discord!
Quote:
Level 4 (roll 1d10)
1. ITEM! Notify staff in discord!
2. HAZARD: The entire room seems to shift a bit, lowering about two degrees.
3. OBSTACLE: A battle chest is slightly open, but you see glittering little eyes staring back at you from inside and decide to back off.
4: OBSTACLE: You reach for a moldy leather cuirass that has escaped pillaging, before realizing it's moist covered in smells.
5: HAZARD: The pile of rubble you're standing on shifts into the ground and becomes a much smaller pile of rubble.
6: HAZARD: One of the beams from the ceiling drops down, causing a creature above you to hiss and skedaddle into the rafters and a creature below you to scatter into the hole that said beam created.
7: OBSTACLE: In sifting through the rubble pile you manage to stab yourself on a single arrowhead.
8: HAZARD: You put your hand/digging instrument through the bottom of the rubble and realize that you've reached an air pocket. The whole room rumbles.
9: OBSTACLE: From the nests in the rafters, a stray sharp piece of metal drops down on you and slices you up. Damn you, treacherous vermin!!
10: ITEM! Notify staff in discord!
1. ITEM! Notify staff in discord!
2. HAZARD: The entire room seems to shift a bit, lowering about two degrees.
3. OBSTACLE: A battle chest is slightly open, but you see glittering little eyes staring back at you from inside and decide to back off.
4: OBSTACLE: You reach for a moldy leather cuirass that has escaped pillaging, before realizing it's moist covered in smells.
5: HAZARD: The pile of rubble you're standing on shifts into the ground and becomes a much smaller pile of rubble.
6: HAZARD: One of the beams from the ceiling drops down, causing a creature above you to hiss and skedaddle into the rafters and a creature below you to scatter into the hole that said beam created.
7: OBSTACLE: In sifting through the rubble pile you manage to stab yourself on a single arrowhead.
8: HAZARD: You put your hand/digging instrument through the bottom of the rubble and realize that you've reached an air pocket. The whole room rumbles.
9: OBSTACLE: From the nests in the rafters, a stray sharp piece of metal drops down on you and slices you up. Damn you, treacherous vermin!!
10: ITEM! Notify staff in discord!
Training Block:
Almost like an optical illusion, the training block twists and turns in strange ways. The floor tiles are shattered and cracked, some huge rifts zig-zagging and opening up the floor. The walls tilt in and out, with the ceiling crunching in on itself like an accordion. There is still equipment for training bolted to the walls, nearly unrecognizable. The charred training dummies scattered about and dismembered makes this look like an obstacle course turned horror show. Most of the mirrored walls in the block are broken and charred over, but occasionally you may spot your reflection in an unexpected place.
LEVEL 3
Investigation Tables:
Quote:
Level 1 & 2 (roll 1d6)
1. ITEM! Notify staff in discord!
2. HAZARD: The only way to pass one of the rifts in the ground is by climbing a very unsafe looking metal ladder that's barely hanging onto the wall. Do you risk it?
3. OBSTACLE: A huge chest that used to contain training supplies sits in the middle of the room, taunting you. It's tragically empty, and very, very stained.
4: OBSTACLE: Pieces of the ceiling shatter into a powdery mist as the mansion shakes.
5: HAZARD: The tiles you're standing on begin to split under your feet.
6: ITEM! Notify staff in discord!
1. ITEM! Notify staff in discord!
2. HAZARD: The only way to pass one of the rifts in the ground is by climbing a very unsafe looking metal ladder that's barely hanging onto the wall. Do you risk it?
3. OBSTACLE: A huge chest that used to contain training supplies sits in the middle of the room, taunting you. It's tragically empty, and very, very stained.
4: OBSTACLE: Pieces of the ceiling shatter into a powdery mist as the mansion shakes.
5: HAZARD: The tiles you're standing on begin to split under your feet.
6: ITEM! Notify staff in discord!
Quote:
Level 3 (roll 1d8 )
1. ITEM! Notify staff in discord!
2. HAZARD: The only way to pass one of the rifts in the ground is by climbing a very unsafe looking metal ladder that's barely hanging onto the wall. Do you risk it?
3. OBSTACLE: A huge chest that used to contain training supplies sits in the middle of the room, taunting you. It's tragically empty, and very, very stained.
4: OBSTACLE: Pieces of the ceiling shatter into a powdery mist as the mansion shakes.
5: HAZARD: The tiles you're standing on begin to split under your feet.
6: HAZARD: Spontaneously, one of the training dummies drops through the floor.
7: OBSTACLE: You look into one of the mirror pieces still hanging on the wall and do a double take. No, there's only one of you...
8: ITEM! Notify staff in discord!
1. ITEM! Notify staff in discord!
2. HAZARD: The only way to pass one of the rifts in the ground is by climbing a very unsafe looking metal ladder that's barely hanging onto the wall. Do you risk it?
3. OBSTACLE: A huge chest that used to contain training supplies sits in the middle of the room, taunting you. It's tragically empty, and very, very stained.
4: OBSTACLE: Pieces of the ceiling shatter into a powdery mist as the mansion shakes.
5: HAZARD: The tiles you're standing on begin to split under your feet.
6: HAZARD: Spontaneously, one of the training dummies drops through the floor.
7: OBSTACLE: You look into one of the mirror pieces still hanging on the wall and do a double take. No, there's only one of you...
8: ITEM! Notify staff in discord!
Quote:
Level 4 (roll 1d10)
1. ITEM! Notify staff in discord!
2. HAZARD: The only way to pass one of the rifts in the ground is by climbing a very unsafe looking metal ladder that's barely hanging onto the wall. Do you risk it?
3. OBSTACLE: A huge chest that used to contain training supplies sits in the middle of the room, taunting you. It's tragically empty, and very, very stained.
4: OBSTACLE: Pieces of the ceiling shatter into a powdery mist as the mansion shakes.
5: HAZARD: The tiles you're standing on begin to split under your feet.
6: HAZARD: Spontaneously, one of the training dummies drops through the floor.
7: OBSTACLE: You look into one of the mirror pieces still hanging on the wall and do a double take. You could have sworn there was someone behind you...
8: HAZARD: Before you know it, some of the dummies start rolling along the incline of the floor.
9: OBSTACLE: Someone laughs lightly nearby, sending a shiver down your spine.
10: ITEM! Notify staff in discord!
1. ITEM! Notify staff in discord!
2. HAZARD: The only way to pass one of the rifts in the ground is by climbing a very unsafe looking metal ladder that's barely hanging onto the wall. Do you risk it?
3. OBSTACLE: A huge chest that used to contain training supplies sits in the middle of the room, taunting you. It's tragically empty, and very, very stained.
4: OBSTACLE: Pieces of the ceiling shatter into a powdery mist as the mansion shakes.
5: HAZARD: The tiles you're standing on begin to split under your feet.
6: HAZARD: Spontaneously, one of the training dummies drops through the floor.
7: OBSTACLE: You look into one of the mirror pieces still hanging on the wall and do a double take. You could have sworn there was someone behind you...
8: HAZARD: Before you know it, some of the dummies start rolling along the incline of the floor.
9: OBSTACLE: Someone laughs lightly nearby, sending a shiver down your spine.
10: ITEM! Notify staff in discord!
Current East Outgrowth Activities
Investigation! Follow the rules below to play.
How to Play:
Each day, you can explore one section of the burnt-out mansion (North, West, East, South). The process is dangerous, as the structure of the building is crumbling. Roll dice as many times as you would like until you hit the catacombs, are forced to retire or otherwise decide to end your investigation for the night. You are welcome to search in groups or solo.
Each room has a structural integrity level between 1 and 4, with 1 being the least dangerous and 4 being the most dangerous. All rooms start at 1. When a player or party falls into the catacombs, the room level increases by 1.
Level 1-2: Roll 1D6 (2 items, 2 hazards, 2 obstacles)
Level 3: Roll 1D8 (2 items, 3 hazards, 3 obstacles)
Level 4: Roll 1D10 (2 items, 4 hazards, 4 obstacles)
Hit 3 hazards in a day: The floor where you're standing gives out, and you fall into the catacombs. You cannot make any more rolls for the day and must escape the catacombs before you can roll again.
Hit 2 (plus 1 per troll in your party) obstacles in a day: Retire to outside the hive; you cannot make any more rolls for the day.
If you search in a party, roll as a group rather than as individual trolls. The number of hazards and obstacles you encounter will be added to your group total.
If you are in a party and your teammate rolls a third hazard for your group: roll D10 to try and save your teammate! An 8,9,10 is a success - you pull them up and can keep rolling, but the room takes damage and increases by one level. A 5,6,7 means that you both fall in. And a 1,2,3,4 means that your whole party falls in. Whoops! The rest of your party can retire to rejoin you, or choose to continue on without you until they roll out as well. Your hazard count resets, but your obstacle count does not. Check your new obstacle threshold based upon your new party count. If the loss of your party members puts you over this threshold, you must retire for the day!
Quote:
Example: Action Team is a group of 3 trolls in a room rated 1. If they hit 3 hazards they may fall into the catacombs, and because they have a group of 3 they will have to retire if they hit 5 (2+3) obstacles during their investigation.
Troll A rolls a hazard, Troll B rolls a hazard, and Troll C rolls a hazard. Three hazards! Troll A decides to try and save their teammate and rolls D10. They get a 5. Troll A and C fall into the catacombs. The room's rating increases to 2. Troll B can continue to investigate alone. Their hazard count resets, but now they can only hit 3 (2+1) obstacles before they must retire because their two teammates fell into a big hole and they are the only member left in their party. sad
Troll A rolls a hazard, Troll B rolls a hazard, and Troll C rolls a hazard. Three hazards! Troll A decides to try and save their teammate and rolls D10. They get a 5. Troll A and C fall into the catacombs. The room's rating increases to 2. Troll B can continue to investigate alone. Their hazard count resets, but now they can only hit 3 (2+1) obstacles before they must retire because their two teammates fell into a big hole and they are the only member left in their party. sad