=> [MINI-META]The Wrecked South Outgrowth
You are now in the south outgrowth of a giant hive, situated in the most expensive land-dwelling part of Civisect City..
South Outgrowth Locations
Ballblock:
The ballblock is one of the most spacious blocks in the hive, transformed into a gutted open space that resembles the interior of a huge ribcage with its plethora of pillars and tattered, rotting curtains still hanging on. There has been obvious meddling in this room - furniture from other blocks of the hive has been tossed around. There is a good amount of graffiti and pieces cut out of the ballroom, possibly stolen by looters and Awassi enthusiasts hoping to have a piece of the mansion for themselves. The remains of a huge chandelier lies in the center of the room, its crystals completely picked off like a grape vine. Even the melted victrola has a few pieces hacked off of it.
LEVEL 4
Investigation Tables:
Trophy Block:
It looks as though someone has used the wreckage of the Trophy Block as a place to sleep - at least for a little while. There is a tarp over top of the skylights that have all been blown out, although the effect isn't quite effective at keeping the elements out. The weather has done a number on this block, which was spared somewhat by the fire but absolutely destroyed by the chaos, looting and elements that followed the incident. The taxidermy that remains has been ripped to shreds, portraits and awards punched out, faded and bleeding out all over the floor. Cabinets and display cases that used to contain decorative weapons have been trashed and emptied, of course, and lay precariously every which way. There is a window that opens up to a view of the outside and the rest of Civisect, currently collecting mold and the trappings of insect webs.
LEVEL 3
Investigation Tables:
The ballblock is one of the most spacious blocks in the hive, transformed into a gutted open space that resembles the interior of a huge ribcage with its plethora of pillars and tattered, rotting curtains still hanging on. There has been obvious meddling in this room - furniture from other blocks of the hive has been tossed around. There is a good amount of graffiti and pieces cut out of the ballroom, possibly stolen by looters and Awassi enthusiasts hoping to have a piece of the mansion for themselves. The remains of a huge chandelier lies in the center of the room, its crystals completely picked off like a grape vine. Even the melted victrola has a few pieces hacked off of it.
LEVEL 4
Investigation Tables:
Quote:
Level 1 & 2 (roll 1d6)
1. ITEM! Notify staff in discord!
2. HAZARD: What you believe to be the remains of a rug is actually a fine layer of green mold. Your foot squishes right through it.
3. OBSTACLE: You reel back after feeling pain in your foot. Ah, a used needle. Great.
4: OBSTACLE: Looking through the fragrant pillows of discarded furniture, you 'find' a handful of rusty nails and a few slightly gummy potato chips.
5: HAZARD: One of the pillars in the room begins to creak loudly, threatening to buckle at its center.
6: ITEM! Notify staff in discord!
1. ITEM! Notify staff in discord!
2. HAZARD: What you believe to be the remains of a rug is actually a fine layer of green mold. Your foot squishes right through it.
3. OBSTACLE: You reel back after feeling pain in your foot. Ah, a used needle. Great.
4: OBSTACLE: Looking through the fragrant pillows of discarded furniture, you 'find' a handful of rusty nails and a few slightly gummy potato chips.
5: HAZARD: One of the pillars in the room begins to creak loudly, threatening to buckle at its center.
6: ITEM! Notify staff in discord!
Quote:
Level 3 (roll 1d8 )
1. ITEM! Notify staff in discord!
2. HAZARD: What you believe to be the remains of a rug is actually a fine layer of green mold. Your foot squishes right through it.
3. OBSTACLE: You reel back after feeling pain in your foot. Ah, a used needle. Great.
4: OBSTACLE: Looking through the fragrant pillows of discarded furniture, you 'find' a handful of rusty nails and a few slightly gummy potato chips.
5: HAZARD: One of the pillars in the room begins to creak loudly, threatening to buckle at its center.
6. OBSTACLE: Something smells like smoke... You turn around to see that one of the old, raggedy curtains has fallen and is smoldering.
7. HAZARD: When you go to place a piece of furniture back down after inspecting it, the floor creaks unhappily.
8: ITEM! Notify staff in discord!
1. ITEM! Notify staff in discord!
2. HAZARD: What you believe to be the remains of a rug is actually a fine layer of green mold. Your foot squishes right through it.
3. OBSTACLE: You reel back after feeling pain in your foot. Ah, a used needle. Great.
4: OBSTACLE: Looking through the fragrant pillows of discarded furniture, you 'find' a handful of rusty nails and a few slightly gummy potato chips.
5: HAZARD: One of the pillars in the room begins to creak loudly, threatening to buckle at its center.
6. OBSTACLE: Something smells like smoke... You turn around to see that one of the old, raggedy curtains has fallen and is smoldering.
7. HAZARD: When you go to place a piece of furniture back down after inspecting it, the floor creaks unhappily.
8: ITEM! Notify staff in discord!
Quote:
Level 4 (roll 1d10 )
1. ITEM! Notify staff in discord!
2. HAZARD: What you believe to be the remains of a rug is actually a fine layer of green mold. Your foot squishes right through it.
3. OBSTACLE: You reel back after feeling pain in your foot. Ah, a used needle. Great.
4: OBSTACLE: Looking through the fragrant pillows of discarded furniture, you 'find' a handful of rusty nails and a few slightly gummy potato chips.
5: HAZARD: One of the pillars in the room begins to creak loudly, threatening to buckle at its center.
6. OBSTACLE: Something smells like smoke... You turn around to see that one of the old, raggedy curtains has fallen and is smoldering.
7. HAZARD: When you go to place a piece of furniture back down after inspecting it, the floor creaks unhappily.
8. HAZARD: Some kind of sad, bleating honk emerges from the remains of the victrola.
9. OBSTACLE: You hear footsteps tapping around you. The footsteps begin to get closer, corralling you into an unsafe area of the ballblock...
10: ITEM! Notify staff in discord!
1. ITEM! Notify staff in discord!
2. HAZARD: What you believe to be the remains of a rug is actually a fine layer of green mold. Your foot squishes right through it.
3. OBSTACLE: You reel back after feeling pain in your foot. Ah, a used needle. Great.
4: OBSTACLE: Looking through the fragrant pillows of discarded furniture, you 'find' a handful of rusty nails and a few slightly gummy potato chips.
5: HAZARD: One of the pillars in the room begins to creak loudly, threatening to buckle at its center.
6. OBSTACLE: Something smells like smoke... You turn around to see that one of the old, raggedy curtains has fallen and is smoldering.
7. HAZARD: When you go to place a piece of furniture back down after inspecting it, the floor creaks unhappily.
8. HAZARD: Some kind of sad, bleating honk emerges from the remains of the victrola.
9. OBSTACLE: You hear footsteps tapping around you. The footsteps begin to get closer, corralling you into an unsafe area of the ballblock...
10: ITEM! Notify staff in discord!
Trophy Block:
It looks as though someone has used the wreckage of the Trophy Block as a place to sleep - at least for a little while. There is a tarp over top of the skylights that have all been blown out, although the effect isn't quite effective at keeping the elements out. The weather has done a number on this block, which was spared somewhat by the fire but absolutely destroyed by the chaos, looting and elements that followed the incident. The taxidermy that remains has been ripped to shreds, portraits and awards punched out, faded and bleeding out all over the floor. Cabinets and display cases that used to contain decorative weapons have been trashed and emptied, of course, and lay precariously every which way. There is a window that opens up to a view of the outside and the rest of Civisect, currently collecting mold and the trappings of insect webs.
LEVEL 3
Investigation Tables:
Quote:
Level 1 & 2 (roll 1d6)
1. ITEM! Notify staff in discord!
2. HAZARD: You realize that a stuffed nutcreature is actually not stuffed when it nearly chases you out the window.
3. OBSTACLE: You pick up a taxidermy antlerbeast head and an unfortunate amount of spiders pour out of it.
4: OBSTACLE: Upon the investigation of a portable recuperacoon, you note that it is not fresh.
5: HAZARD: The excitement upon removing an un-looted wooden training sword sticking out of the ground dissolves when you realize that a) the sword is fully rotten and b) there is now a big hole in the ground.
6: ITEM! Notify staff in discord!
1. ITEM! Notify staff in discord!
2. HAZARD: You realize that a stuffed nutcreature is actually not stuffed when it nearly chases you out the window.
3. OBSTACLE: You pick up a taxidermy antlerbeast head and an unfortunate amount of spiders pour out of it.
4: OBSTACLE: Upon the investigation of a portable recuperacoon, you note that it is not fresh.
5: HAZARD: The excitement upon removing an un-looted wooden training sword sticking out of the ground dissolves when you realize that a) the sword is fully rotten and b) there is now a big hole in the ground.
6: ITEM! Notify staff in discord!
Quote:
Level 3 (roll 1d8 )
1. ITEM! Notify staff in discord!
2. HAZARD: You realize that a stuffed nutcreature is actually not stuffed when it nearly chases you out the window.
3. OBSTACLE: You pick up a taxidermy antlerbeast head and an unfortunate amount of spiders pour out of it.
4: OBSTACLE: Upon the investigation of a portable recuperacoon, you note that it is not fresh.
5: HAZARD: The excitement upon removing an un-looted wooden training sword sticking out of the ground dissolves when you realize that a) the sword is fully rotten and b) there is now a big hole in the ground.
6: OBSTACLE: A stray gust of wind finally looses one of the tarps off of the window, which lands directly on top of you.
7: HAZARD: The smell of something burning startles you, causing the window-bugs to scatter. They scatter everywhere.
8: ITEM! Notify staff in discord!
1. ITEM! Notify staff in discord!
2. HAZARD: You realize that a stuffed nutcreature is actually not stuffed when it nearly chases you out the window.
3. OBSTACLE: You pick up a taxidermy antlerbeast head and an unfortunate amount of spiders pour out of it.
4: OBSTACLE: Upon the investigation of a portable recuperacoon, you note that it is not fresh.
5: HAZARD: The excitement upon removing an un-looted wooden training sword sticking out of the ground dissolves when you realize that a) the sword is fully rotten and b) there is now a big hole in the ground.
6: OBSTACLE: A stray gust of wind finally looses one of the tarps off of the window, which lands directly on top of you.
7: HAZARD: The smell of something burning startles you, causing the window-bugs to scatter. They scatter everywhere.
8: ITEM! Notify staff in discord!
Quote:
Level 4 (roll 1d10 )
1. ITEM! Notify staff in discord!
2. HAZARD: You realize that a stuffed nutcreature is actually not stuffed when it nearly chases you out the window.
3. OBSTACLE: You pick up a taxidermy antlerbeast head and an unfortunate amount of spiders pour out of it.
4: OBSTACLE: Upon the investigation of a portable recuperacoon, you note that it is not fresh.
5: HAZARD: The excitement upon removing an un-looted wooden training sword sticking out of the ground dissolves when you realize that a) the sword is fully rotten and b) there is now a big hole in the ground.
6: OBSTACLE: A stray gust of wind finally looses one of the tarps off of the window, which lands directly on top of you.
7: HAZARD: The smell of something burning startles you, causing the window-bugs to scatter. They scatter everywhere.
8: HAZARD: From below you, something begins thumping. The floor suddenly lurches.
9: OBSTACLE: A flash of red streaking light flickers outside before dissipating.
10: ITEM! Notify staff in discord!
1. ITEM! Notify staff in discord!
2. HAZARD: You realize that a stuffed nutcreature is actually not stuffed when it nearly chases you out the window.
3. OBSTACLE: You pick up a taxidermy antlerbeast head and an unfortunate amount of spiders pour out of it.
4: OBSTACLE: Upon the investigation of a portable recuperacoon, you note that it is not fresh.
5: HAZARD: The excitement upon removing an un-looted wooden training sword sticking out of the ground dissolves when you realize that a) the sword is fully rotten and b) there is now a big hole in the ground.
6: OBSTACLE: A stray gust of wind finally looses one of the tarps off of the window, which lands directly on top of you.
7: HAZARD: The smell of something burning startles you, causing the window-bugs to scatter. They scatter everywhere.
8: HAZARD: From below you, something begins thumping. The floor suddenly lurches.
9: OBSTACLE: A flash of red streaking light flickers outside before dissipating.
10: ITEM! Notify staff in discord!
Current South 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