=> [MINI-META]The Decaying North Outgrowth
You are now in the north outgrowth of a giant hive, situated in the most expensive land-dwelling part of Civisect City.
North Outgrowth Locations
Dining Block:
The dining block is near unrecognizable, as half of it has been crushed by the upper floor falling through. To navigate anywhere in this space, you must either navigate over top of the rubble (vaguely the second floor debris) or search in the layer underneath for clues at the banquet itself. Twisted glassware has been shattered and strewn under the bottom layer of the block, adding another level of danger for intrepid investigators. There is plenty of water damage from the salty sea - the dining block's huge windows are bent and twisted. The ocean wind whistles through them and flutters the charred remains of the curtains framing the scene.
LEVEL 4
Investigation Tables:
Nutrition Block:
Much like the dining block, the nutrition block is worse for wear. Once clean and tidy, it is now primarily - stairs. The staircase has crashed through the majority of this block, creating something of an excavation puzzle for those brave enough to give it a try. Portraits from the walls of the stairwell lay face up and down, looking washed out, damaged by the elements and somehow quite abstract. Where you can see the original appliances and cabinetry you spot some surprisingly un-charred forms. It appears that a leak has saved some of this block and the adjoining blocks from being gutted by the fire lancing down the stairs. Everything reeks of mold and water damage, however, and there's a few inches of standing water that reeks at your feet.
LEVEL 3
Investigation Tables:
The dining block is near unrecognizable, as half of it has been crushed by the upper floor falling through. To navigate anywhere in this space, you must either navigate over top of the rubble (vaguely the second floor debris) or search in the layer underneath for clues at the banquet itself. Twisted glassware has been shattered and strewn under the bottom layer of the block, adding another level of danger for intrepid investigators. There is plenty of water damage from the salty sea - the dining block's huge windows are bent and twisted. The ocean wind whistles through them and flutters the charred remains of the curtains framing the scene.
LEVEL 4
Investigation Tables:
Quote:
Level 1 & 2 (roll 1d6)
1. ITEM! Notify staff in discord!
2. HAZARD: The top layer of "stuff" starts to creak, and you feel something give way just a couple of yards away.
3. OBSTACLE: You've got to be careful to step over a minefield of glass shards.
4: OBSTACLE: A number of squawkbeasts who are nesting near the open window take offense to your advances - their ability to divebomb makes investigation progress very slow.
5: HAZARD: You get a whiff of wet, low tide before hitting a squelchy, soft spot on the floor. It moans as you back off carefully.
6: ITEM! Notify staff in discord!
1. ITEM! Notify staff in discord!
2. HAZARD: The top layer of "stuff" starts to creak, and you feel something give way just a couple of yards away.
3. OBSTACLE: You've got to be careful to step over a minefield of glass shards.
4: OBSTACLE: A number of squawkbeasts who are nesting near the open window take offense to your advances - their ability to divebomb makes investigation progress very slow.
5: HAZARD: You get a whiff of wet, low tide before hitting a squelchy, soft spot on the floor. It moans as you back off carefully.
6: ITEM! Notify staff in discord!
Quote:
Level 3 (roll 1d8 )
1. ITEM! Notify staff in discord!
2. HAZARD: The top layer of "stuff" starts to creak, and you feel something give way just a couple of yards away.
3. OBSTACLE: You've got to be careful to step over a minefield of glass shards.
4: OBSTACLE: A number of squawkbeasts who are nesting near the open window take offense to your advances - their ability to divebomb makes investigation progress very slow.
5: HAZARD: You get a whiff of wet, low tide before hitting a squelchy, soft spot on the floor. It moans as you back off carefully.
6: OBSTACLE: The curtains begin to flap, the whipping of the tattered cloth revealing a silhouette just outside the window.
7: HAZARD: A sudden gust of wind and rain from outside takes you by surprise. You take a wrong step and a beam snaps underneath your feet.
8: ITEM! Notify staff in discord!
1. ITEM! Notify staff in discord!
2. HAZARD: The top layer of "stuff" starts to creak, and you feel something give way just a couple of yards away.
3. OBSTACLE: You've got to be careful to step over a minefield of glass shards.
4: OBSTACLE: A number of squawkbeasts who are nesting near the open window take offense to your advances - their ability to divebomb makes investigation progress very slow.
5: HAZARD: You get a whiff of wet, low tide before hitting a squelchy, soft spot on the floor. It moans as you back off carefully.
6: OBSTACLE: The curtains begin to flap, the whipping of the tattered cloth revealing a silhouette just outside the window.
7: HAZARD: A sudden gust of wind and rain from outside takes you by surprise. You take a wrong step and a beam snaps underneath your feet.
8: ITEM! Notify staff in discord!
Quote:
Level 4 (roll 1d10)
1. ITEM! Notify staff in discord!
2. HAZARD: The top layer of "stuff" starts to creak, and you feel something give way just a couple of yards away.
3. OBSTACLE: You've got to be careful to step over a minefield of glass shards.
4: OBSTACLE: A number of squawkbeasts who are nesting near the open window take offense to your advances - their ability to divebomb makes investigation progress very slow.
5: HAZARD: You get a whiff of wet, low tide before hitting a squelchy, soft spot on the floor. It moans as you back off carefully.
6: OBSTACLE: The curtains begin to flap, the whipping of the tattered cloth revealing a silhouette just outside the window.
7: HAZARD: A sudden gust of wind and rain from outside takes you by surprise. You take a wrong step and a beam snaps underneath your feat.
8: HAZARD: You try to adjust some of the fallen infrastructure and can hear the hive 'settling' in ways you weren't expecting.
9: OBSTACLE: You keep hearing deep, pained wheezing coming from somewhere. Is it coming from under the rubble? Or above you?
10: ITEM! Notify staff in discord!
1. ITEM! Notify staff in discord!
2. HAZARD: The top layer of "stuff" starts to creak, and you feel something give way just a couple of yards away.
3. OBSTACLE: You've got to be careful to step over a minefield of glass shards.
4: OBSTACLE: A number of squawkbeasts who are nesting near the open window take offense to your advances - their ability to divebomb makes investigation progress very slow.
5: HAZARD: You get a whiff of wet, low tide before hitting a squelchy, soft spot on the floor. It moans as you back off carefully.
6: OBSTACLE: The curtains begin to flap, the whipping of the tattered cloth revealing a silhouette just outside the window.
7: HAZARD: A sudden gust of wind and rain from outside takes you by surprise. You take a wrong step and a beam snaps underneath your feat.
8: HAZARD: You try to adjust some of the fallen infrastructure and can hear the hive 'settling' in ways you weren't expecting.
9: OBSTACLE: You keep hearing deep, pained wheezing coming from somewhere. Is it coming from under the rubble? Or above you?
10: ITEM! Notify staff in discord!
Nutrition Block:
Much like the dining block, the nutrition block is worse for wear. Once clean and tidy, it is now primarily - stairs. The staircase has crashed through the majority of this block, creating something of an excavation puzzle for those brave enough to give it a try. Portraits from the walls of the stairwell lay face up and down, looking washed out, damaged by the elements and somehow quite abstract. Where you can see the original appliances and cabinetry you spot some surprisingly un-charred forms. It appears that a leak has saved some of this block and the adjoining blocks from being gutted by the fire lancing down the stairs. Everything reeks of mold and water damage, however, and there's a few inches of standing water that reeks at your feet.
LEVEL 3
Investigation Tables:
Quote:
Level 1 & 2 (roll 1d6)
1. ITEM! Notify staff in discord!
2. HAZARD: You put your foot on a stair and it immediately crumbles under your weight. Well...
3. OBSTACLE: The smell in here is horrendous. Whatever food was at the banquet came and went, but the water, creature infestation and huge thermal hull are giving you a serious gag reflex.
4: OBSTACLE: It takes you a while to fit your hand safely into a place where you can pull out rubble without dying.
5: HAZARD: What you thought was solid ground was 100% rot.
6: ITEM! Notify staff in discord!
1. ITEM! Notify staff in discord!
2. HAZARD: You put your foot on a stair and it immediately crumbles under your weight. Well...
3. OBSTACLE: The smell in here is horrendous. Whatever food was at the banquet came and went, but the water, creature infestation and huge thermal hull are giving you a serious gag reflex.
4: OBSTACLE: It takes you a while to fit your hand safely into a place where you can pull out rubble without dying.
5: HAZARD: What you thought was solid ground was 100% rot.
6: ITEM! Notify staff in discord!
Quote:
Level 3 (roll 1d8 )
1. ITEM! Notify staff in discord!
2. HAZARD: You put your foot on a stair and it immediately crumbles under your weight. Well...
3. OBSTACLE: The smell in here is horrendous. Whatever food was at the banquet came and went, but the water, creature infestation and huge thermal hull are giving you a serious gag reflex.
4: OBSTACLE: It takes you a while to fit your hand safely into a place where you can pull out rubble without dying.
5: HAZARD: What you thought was solid ground was 100% rot.
6: OBSTACLE: You step on something that makes a painful crunching noise in the shallow water.
7: HAZARD: You hear something ripping behind you and turn to see the wall with a few new puncture marks, as though someone has taken a shank to it multiple times.
8: ITEM! Notify staff in discord!
1. ITEM! Notify staff in discord!
2. HAZARD: You put your foot on a stair and it immediately crumbles under your weight. Well...
3. OBSTACLE: The smell in here is horrendous. Whatever food was at the banquet came and went, but the water, creature infestation and huge thermal hull are giving you a serious gag reflex.
4: OBSTACLE: It takes you a while to fit your hand safely into a place where you can pull out rubble without dying.
5: HAZARD: What you thought was solid ground was 100% rot.
6: OBSTACLE: You step on something that makes a painful crunching noise in the shallow water.
7: HAZARD: You hear something ripping behind you and turn to see the wall with a few new puncture marks, as though someone has taken a shank to it multiple times.
8: ITEM! Notify staff in discord!
Quote:
Level 4 (roll 1d10)
1. ITEM! Notify staff in discord!
2. HAZARD: You put your foot on a stair and it immediately crumbles under your weight. Well...
3. OBSTACLE: The smell in here is horrendous. Whatever food was at the banquet came and went, but the water, creature infestation and huge thermal hull are giving you a serious gag reflex.
4: OBSTACLE: It takes you a while to fit your hand safely into a place where you can pull out rubble without dying.
5: HAZARD: What you thought was solid ground was 100% rot.
6: OBSTACLE: You step on something that makes a painful crunching noise in the shallow water.
7: HAZARD: You hear something ripping behind you and turn to see the wall with a few new puncture marks, as though someone has taken a shank to it multiple times.
8: OBSTACLE: You're getting some high ground on the stairs when everything starts to slide. Fortunately, you manage to get a grip, but a lovely painting falls onto the smushy floor. Ruined!
9: HAZARD: The water in the room begins to gurgle as it and flows into a fresh crack in the floor.
10: ITEM! Notify staff in discord!
1. ITEM! Notify staff in discord!
2. HAZARD: You put your foot on a stair and it immediately crumbles under your weight. Well...
3. OBSTACLE: The smell in here is horrendous. Whatever food was at the banquet came and went, but the water, creature infestation and huge thermal hull are giving you a serious gag reflex.
4: OBSTACLE: It takes you a while to fit your hand safely into a place where you can pull out rubble without dying.
5: HAZARD: What you thought was solid ground was 100% rot.
6: OBSTACLE: You step on something that makes a painful crunching noise in the shallow water.
7: HAZARD: You hear something ripping behind you and turn to see the wall with a few new puncture marks, as though someone has taken a shank to it multiple times.
8: OBSTACLE: You're getting some high ground on the stairs when everything starts to slide. Fortunately, you manage to get a grip, but a lovely painting falls onto the smushy floor. Ruined!
9: HAZARD: The water in the room begins to gurgle as it and flows into a fresh crack in the floor.
10: ITEM! Notify staff in discord!
Current North 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