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enter the tomb of horrors...

 
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Mr. Apol
mute incestuous psychopath


Joined: 04 Dec 2006
Location: tower of druaga

PostPosted: Sat Jul 10, 2010 1:06 am    Post subject: enter the tomb of horrors...    Reply with quote



Somewhere under a lost and lonely hill of
grim and foreboding aspect lies a labyrinthine crypt. It is filled with
terrible traps and not a few strange and ferocious monsters to slay
the unwary. It is filled with rich treasures both precious and magical,
but in addition to the aforementioned guardians, there is said to be a
demi-lich who still wards his final haunt (Be warned that tales told
have it that this being possesses powers which make him nearly
undefeatable).



The party has arrived at the site of the demi-lich’s last haunt.
Before them is a low, flat topped hill, about 200 yards wide and 300
yards long. Only ugly weeds, thorns, and briars grow upon the steep
sides and bald lop of the 60' high mound. There are black rocks
upon the top of the hill, and if these are viewed from a height of about
200' or so above the mound, it will be seen that the whole is shaped
like a human skull, with the piles of rock appearing as eye holes,
nose hole, and the jagged teeth of a grinning death’s head.



A thorough
inspection and search of the entire area will reveal only that the
north side of the hill has a crumbling cliff of sand and gravel about 20'
high in about the middle of the whole.



ENTERING THE TOMB OF HORRORS - GET READY PLAYERS!

ENTRANCE TO THE TOMB OF HORRORS: Even a bit of daylight
entering through a crawl space or a torch will reveal that this is
an unusual tunnel. Bright, brilliant colors are to be seen everywhere,
the stones and pigments undimmed by the passage of decades.
(USE ILLUSTRATION #3 NOW.) The floor of the corridor is a colorful
mosaic of stone, with a distinct, winding path of red tiles about
2' wide (the line snaking its way south down the corridor) easily
visible to the onlooker, (See special note regarding the pit traps at
the end of this paragraph.) No stonework can be seen on the walls
or the ceiling 20' above, (for some sort of cement or plaster has
been smoothed over all of these surfaces and then illustrated. The
scenes painted show fields with kine grazing, a copse with several
wolves in the background, slaves (human, orc, elven, and strange
human-animal mixture - pig-human, ape-human, and dog-human)
going about various tasks. Certain of the frescoes show rooms of
some building - a library filled with many books and scrolls, a torture
chamber, a wizard’s work room. There are chairs, windows, boxes, bales, doors, chests, birds, bats, spiders and all manner of things shown on the walls.



THE FACE OF THE GREAT GREEN DEVIL: The other fork of
the path leads right up to an evil-appearing devil face set in mosaic
at the corridor’s end. (SHOW YOUR PLAYERS GRAPHIC #6).
The face has a huge 0 of a mouth; it is dead black. The whole
area radiates evil and magic if detected for. The mouth opening is
similar to a (fixed) sphere of annihilation, but it is about 3' in
diameter - plenty of room for those who wish to leap in and be
completely and forever destroyed.



GARGOYLE LAIR: When any door leading to this room is opened,
it frees a mutated 4-armed gargoyle from temporal stasis. This
monster is a huge (H.P.: 64; 19 strength) monstrosity that attacks
6 times/round as a 12 hit dice creature inflicting damage as follows:
2d4x4/3d4/1d6, and if any 2 of the clawing attacks (2d4x4)
hit, the creature will do an additional 7 hit points at rending damage
to the opponent so struck. Around the creature’s neck is a
collar studded with huge, gleaming gems (blue quartz stones of
100 g.p. value each, 10 gems total). Hidden in a secret compartment
of the collar is a slip of parchment with the following written
on it in magical runes which require a read magic spell to understand:
“Look low and high for gold, to hear a tale untold. The archway at
the end, and on your way you’ll wend.» Beneath the runes is the initial
«A». (USE ILLUSTRATION #8 FOR THIS ENCOUNTER).



Magic Archway: When the party examines this arch give
them ILLUSTRATION #5. and inform them that the stones
glow in these colors whenever any person comes within 3'
of the portal: lower left, OLIVE; keystone, RUSSET; lower
right, CITRON. No matter which stones are pressed in what
order, the archway remains clouded and veiled with a haze
which nothing can enable the onlookers to see through. All
living matter which goes through the arch will be teleported
to 3, while non-living matter is teleported simultaneously to
33, i.e. characters stepping through will appear at the start
totally nude, while everything else with them will go to the
crypt of the demi-lich (Cruel but most entertaining for the
DM . . .)



CHAMBER OF THREE CHESTS: When the party enters the
crawlway hidden by the sphere illusion of a red color, they will
come to an apparent dead end, but a bit of examination will easily
discover (4 in 6) a secret door. The character opening the door
will be precipitated to the floor 10' below by a tilting stone at the
mouth of the crawlway, and an automatic 1-6 hit points damage
sustained (a mere annoyance, but if erodes the strength of the
party). At this juncture show the players ILLUSTRATION #13A.
The large chests are affixed firmly to the floor; the 1st is of gold, the
2nd of silver, the 3rd of oak bound with thick bronze bands. Each is
about 4' long, 2' wide, and 3' high.



DESCENDING TO TOMB OF HORRORS B2 - GET READY PLAYERS!



CHAPEL OF EVIL: By passing through the illusionary black
sphere the party will have crawled along the small tunnel until
reaching the end, only to find it is solid stone, it requires a 1 in
6 to find the secret door at the passage end, no matter what
the race of the character examining the area, and no form of
magic will detect it, save the gem of seeing. Once inside,
they will see what is obviously some form of temple area -
there are scenes of normal life painted on the walls, but the
people have rotting flesh, skeletal hands, worms eating them, etc.
Yet there are also depicted various religious symbols of good alignment,
and a faint aura of good can be magically detected. What a
puzzle! Could the demi-lich actually have been of good alignment?
There is a mosaic path leading to the altar, and to either side great
wooden pews face the worship area. (All of these benches have
hinged seats. The back pair of pews have 4,000 s.p. each hidden
therein, the next pair have 3,000 electrum pieces each, the next
have 2,000 g.p. each, and the front pair have gas traps - a cloud
of gas will fill the whole chapel in 2 rounds after opening the pew
bottom, and all in the place will lose 2-8 points of strength for 48
hours!) A wooden railing divides the room, and south of it is the
altar, a tiered dais with a wooden chair (nicely carved and podded
but unremarkable), 2 large brass candelabra holding 5 white
candles each, and in each corner a large white pottery urn stoppered
with a brass and wood plug. A human skeleton in black
chain mail (badly rusted and torn) points to area B. (Now show
your players ILLUSTRATION #14.)

A. Opalescent Blue Altar: This block of strange material glows
with an inner light. (A very faint evil can be defected 2 in 6 per
round of detection.) If the thing is touched by living matter it
will send a lightning bolt 40' long and 8' wide shooting up the
aisle - base 40 hit points of damage, save versus magic reduces
the hit points to 20. After this bolt streaks forth, the
altar turns a fiery blue-red and if it’s touched by any object it
will explode doing base 60 hit points of damage to all creatures
within a 30' radius (saving throw reduces damage by
50%).

B. Archway of Glowing Orange: As already stated, the skeleton
on the floor of the chapel room is outstretched and pointing
to the arch. (Show your players GRAPHIC #5, and explain
that none of the stones of the arch glow, but that the
entranceway is filled with luminous orange vapors of an exciting
hue.) These vivid orange mists cannot be penetrated
with any sort of vision or magic. The skeleton, of course, misleads
the party, for any character passing through the portal
will enter a 10' x 10' room where their sex and alignment are
reversed by a terrible curse. (Although restoration of alignment
and sex to original is difficult, the curse once reversed
will not alter paladin-hood, ranger status, etc.) Re-entering
the archway will restore original alignment, but 1-6 hit points
of damage will be sustained in so doing. Going back a 3rd
time will reverse sex again, but the individual will be teleported
as arch 10A does. Only wish or alter reality spell will restore
both alignment and sex. However, if alignment is restored
by entering the orange portal, a remove curse spell
will then restore original sex. Prior to alignment restoration,
no spells other than those stated will affect the cursed character.



The walls of the passage are of smooth white alabaster, and the floor is a very smooth, highly polished smoke gray marble. The destruction of
the door triggered an audible glamour spell to produce the noise
heard. The tunnel floor is a counter-weighted beam. Its overbalancing
point is the 3rd square from the door, and when 1 or
more characters step there the (floor will begin to tilt downward
from the door north, with the north end slowly sinking. (AT THIS
MOMENT SHOW YOUR PLAYERS GRAPHIC #16.) Quickly
state the floor is beginning to slant as explained above. Begin
counting slowly (as per 2 above) to 5.



All characters still north of
the doorway at the conclusion of the 5 count will fall and begin
sliding downwards to the north at 10'/segment. When the 40'
point is marked each will take 1-6 h.p. of heat damage, 2-12 h.p.
at 50', and thereafter they are plunged into a pit of flames and
molten lava which will absolutely snuff them out. Retreat from
the area during the count is at the 1’/1" of base movement rate
per count.



MAGICAL SECRET DOOR: This entrance to the remainder of
the Tomb is along the stairway which leads down. It can be found
by any means, but nothing will enable it to be opened until the
area is either viewed through a gem of seeing, a similar spell is
cast, or a detect magic spell is used to pinpoint the magic aura.
When the magic of the door is found, it will require a dispel
magic or remove curse spell to remove the guard which prevents
the door from being opened. Once accomplished, the secret
door can be opened easily from either side.



Before the party
can enter this area, they must descend the stairs and enter the
slightly cloudy west passage. The tunnel is fear gas filled, and
unless characters announce they are holding their breath before
entering its 40' length, they will breathe in the gas – save
versus poison or run away at top speed for 2-8 turns. Beyond
the first 10', the gas becomes thicker, and it irritates the eyes, so
it is only 3 in 6 for any character to notice the south door. Once
the south door is opened, the gas dissipates.



LABORATORY AND MUMMY PREPARATION ROOM: Although
there is only 1 item of eventual use within this totally plain and
cluttered place, the volume of items within it is calculated to waste
time for the players. All of the walls are lined with shelves, and
upon these are old jars filled with dust and impotent ingredients
of all sorts. There is a large desk and stool, 2 workbenches, and
2 mummy preparation tables. Clay pots and urns on these tables
and the floor obviously once contained unguents, ointments,
oils, perfumes, etc. Linen wrappings are in rolls or strewn about.
Dried herbs of unidentifiable nature, bones, skulls and the like
litter the work benches. In the south are 3 vats of about 7' diameter
and 4' depth which contain murky liquids, (SHOW THE
PLAYERS GRAPHIC #19.) The 1st holds 3' of dirty water. The
2nd contains a slow-acting acid which will cause 2-5 h.p. of damage
the round after it comes in substantial (Immersed arm,
splashed on, etc.) contact with flesh – minor contact will cause
only a mild itch; at the bottom of this vat is one-half of a golden
key. The 3rd vat contains a gray ochre jelly (H.P.: 48; 4-16 h.p, of
damage due to its huge size) with the other half of the gold key
beneath it. The vats are affixed to the floor and too heavy to
move. The key parts are magical and will not be harmed by anything,
and if the parts are joined together they form one solid key, hereafter called the FIRST KEY. As the acid will harm
even magical weapons, the players will have to figure some way
to neutralize or drain off the contents of the 2nd vat, as a reachin-
and-grope-for-it technique has a 1% cumulative chance per
round of being successful.



DESCENDING TO TOMB OF HORRORS B3 - GET READY PLAYERS!



HUGE PIT FILLED WITH 200 SPIKES: (SHOW GRAPHIC
#20.) This 10’ deep, open pit completely fills the passageway
and extends so as to make jumping across it totally impossible
for most creatures. Ergo, the pit must be crossed by climbing
down and walking across it, then climbing up the other side.
Simple! Wrong – any footstep upon the last 3' (east portion) of
the pit will cause a volley of spikes to be discharged upwards,
and each person in the pit or leaning over the edge will be struck
by 2-5 spikes, each hit causing 1-6 hit points of damage, no
saving throw. Some magical means must be used to get across,
for new spikes will come up where the ones which were discharged
came from.



THE AGITATED CHAMBER: The secret door to this place is a
normal sort, so it can be found without undue difficulty. It appears
to be filled with funerary offerings and furniture. (SHOW
GRAPHIC #21). There are 4 rotting sofas, several throne-like
chairs, vases, and urns which are denied, chipped and broken,
stands, small tables, and braziers, all jumbled together, Only the
rather plain tapestries hanging upon the east and west walls
appear to nave been spared a rough looting. There are 6 locked
trunks and 24 locked coffers amidst the general havoc. The heavy
trunks are empty, but the small coffers hold either 1-3 angry asps
(H.P.: 4 each; AC 6; attack as 2 hit dice monsters; normal poison
+ 1 h.p. damage for the bite) if 1-3 on d6 is rolled, 8-80 p.p.
if 4-5 on d6 is rolled, or 2-8 base 10 g.p, gems if 6 is rolled. The
weight of the players upon the balanced floor will have set a
mechanism into motion, and each round they remain in the place
a d6 must be rolled. Any odd number resulting from a roll means
that on the next turn the floor of the room will jump and buck up
and down violently. Each player must be rolled for, with a 2 in 6
chance to fall and sustain 1 hit point of damage from abrasions
and contusions.



THE CAVERN OF GOLD AND SILVER MISTS: As a private
joke, Acererak has caused a beautiful and good aligned siren
to be placed into this cavern under an enchantment. She must
be asked to come out to break the spell, and she can give no
clues as to the nature of her durance. (DISPLAY GRAPHIC #22.)
The mists are silvery and shot through with delicate streamers
of golden color. Vision extends only 6'. There is a dim aura of
good if detected for. Those who step into the mist must save
versus poison or become idiots until they can breath the clean
air above ground under the warm sun. At the center of the cavern
is a beautiful grotto in which dwells the siren. If she is asked
to come with the party, she will do so, stay with them through
the adventure, and thereafter be their friend for life. She has
the following statistics: AC 5; Move 12’//24"; Hit
Dice 4; H.P.: 20; Magic Resistance 20%; High intelligence; and
spell powers as follows: charm person (by song) at +2, all within
3", invisibility, suggestion, polymorph self – each usable once
per day. Any creature whom the siren touches in anger must
save versus poison or become an idiot (2 intelligence) for 5-20
turns. She has the power to cure idiocy so caused (or that of the
mists) by touch also. There are 2 sacks with the siren, a large
one, and a small one, both of which will disappear if she is asked
to accompany the party. If either is touched the siren and the
other sack disappear. These sacks are:

Large Sack: This bag contains 50 pieces each of copper, silver,
electrum, gold and platinum.

Small Sack: It appears to be a normal sack, but it radiates magic if it is
checked, for it is a small bag of holding (filled weight 5 pounds, 250 pound weight limit inside, 30 cubic feet volume capacity).

To determine the contents of the small sack roll a d10:

1-2 filled with wool
3-4 5 pieces of jewelry
5-6 1-6 potions of extra-healing
7 1-6 scrolls
8 4-48 base 100 g.p. gems
9 bracers of defense, AC 6
0 ring of feather falling

It is not possible to gain both the large and the small sacks. If a
character or characters state they will grab them simultaneously,
dice to see which is touched a fraction of a second sooner. The
other disappears – along with the siren – forever. The siren will
converse in a friendly fashion only, asking how characters are
and if they find the going hard In the Tomb. She will answer any
direct questions with an evasive reply: «I cannot say,» «That is unknown
to me,» «possibly,» etc. until she is freed. She knows nothing
of the Tomb in any event.



FALSE/TRUE DOOR: When the party reaches this point
and opens the door, it is probable that they will believe it to be
nothing more than a false door, but the seemingly blank wall
of solid stone behind the false door hides a secret door. Note
that just beyond the secret door is a secret trap door in the
corridor floor. This opens to a steep flight of narrow stairs
which spiral down to a 5' wide passageway which emerges
at area 24



DESCENDING TO TOMB OF HORRORS B4 - GET READY PLAYERS!



THE PILLARED THRONE ROOM: There are scores of
massive columns in the huge chamber, and each of these 3'
diameter pillars radiates magic when detected for.



Any character who touches a pillar with or without intent will uncontrollably
float upwards (levitation) until he or she bounces gently around
on the ceiling just as a child’s helium balloon. To stop this
effect a dispel magic or remove curse spell must be placed
upon each such individual, (Use GRAPHIC #25 to display this
110' square, 30' high room.) There seems to be a gentle breeze
in the room, for any character floating amongst the many-hued
columns will begin drifting northeastwards or northwestwards
(towards locations A or B). From the entry the observant character
will be able to observe part of the dais (D) or room 27, if a
bullseye lantern is employed.



The Chamber of Hopelessness: Any creature unfortunate
enough to be teleported here from area 25B is doomed, for
their fate is clearly slated in glowing letters magically written
on the north wall of the place:
«YOU WHO DARED TO VIOLATE MY TOMB NOW PAY THE PRICE.
STAY HERE AND DIE SLOWLY OF STARVATION, OR OPEN AND
ENTER THE DOOR TO YOUR SOUTH WHERE CERTAIN BUT QUICK
DEATH AWAITS - WHICHEVER YOU CHOOSE, KNOW THAT I,
ACERERAK THE ETERNAL, WATCH AND SCOFF AT YOUR PUNY
EFFORTS AND ENJOY YOUR DEATH, HEROES.»
A small fountain of water spills into a wall basin and drains
away through side holes, so there is always plenty to drink. (It
is impossible to flood the place, for there are hundreds of small
drain holes in the walls and floor.) (DISPLAY ILLUSTRATION
#27A) There are numerous skeletons here.




Upon the throne
rest a crown and a scepter, both of which will give off an aura
of magic. The crown of gold negates the pillars’ levitation effects
and enables the wearer to see within the hall as if he or
she were in normal daylight, but outside this place the wearer is
blind! Furthermore, the wearer knows that the crown can be
removed only by touching the scepter to its lop. The scepter is
of electrum, with a gold ball at one end and a silver knob at the
other. If the silver end is touched to the crown, the wearer is
instantly snuffed out, turning to a fetid powder which cannot be
brought back to life no matter what (wishes notwithstanding).
If the golden knob is used upon the crown, the wearer can lift it
from his or her head. Examination of the throne will reveal a
small replica of the crown inlaid in silver upon the lower front
panel of the seat. If the silver end of the scepter is applied to this
inlay, the throne sinks and reveals a 5' wide passageway.
Each of these items is obviously valuable (25,000 g.p. for the
crown, 12,500 g.p. for the scepter), but both are cursed, and if
they are removed from the Tomb the possessor of either will be
visited by a demon (type I) sent to reclaim the item and return it
to the throne room – 2 such demons if a single character has
both.



THE WONDROUS FOYER: The narrow passage behind the
throne leads to a landing and steps which funnel out to the south
as they ascend. The 6 steps are made of onyx, pink marble,
lapis, black marble, serpentine (golden) and malachite. The walls
of the chamber are copper (untarnished and gleaming) panels
set between rare woods inlaid with ivory. The ceiling is silver,
formed so as to reflect and multiply light within the place. (USE
GRAPHIC #26) Upon the 4th step is a large, cylindrical key of
bronze (the SECOND KEY) for all to behold. It has an antipathy
spell cast upon it, and any creature touching it must save
versus magic at -2 (due to the strength of the dweomer). Those
who fail the throw will never touch the key or allow it within 2' of
their person under any circumstances. At the head of the steps
are a pair of huge doors, and the key found upon the stair appears
to fit these valves.



THE FALSE TREASURE ROOM: This imposing chamber has
a silvered ceiling, just as the foyer has, so it is bright. The walls
are of ivory with gold inlaid. The floor is polished (but common)
agate. In each corner hulks a 9' tall statue of black iron. That to
the northeast stands with a saw-toothed two-handed sword
raised to strike; that to the northwest a huge, spike-ended mace;
to the southeast the sculpture readies a wickedly spiked morning
star, and the one in the southwest has a voulge. Each has a
magical aura, but they are merely hunks of metal; they do nothing.
Each has an evil aura as well, and the visage of each of
these iron statues is most fearsome and terrifying. The room
itself is lined with lead and has anti-magical properties, so no
spells will work within the room, and no magical properties of
items of any sort will properly function except to detect auras
such as magic or evil. (DISPLAY GRAPHIC #30)



THE CRYPT OF ACERERAK THE DEMI-LICH: The smallish
10'x20' burial vault has an arched celling with a 25' peak. There
is absolutely nothing in the room, although there is a small depression
a few inches deep and about 2' square in the center of
the floor. Careful inspection will discover a small hole in the middle
or this depression — another keyhole! If the FIRST KEY is inserted
herein, the individual doing so is blown upwards by the
force of the resulting explosion of the key, and 5-30 (5d6) h.p. of
damage will be sustained by that individual only. The SECOND
KEY (from 28) will fit within the hole and nothing untoward will
occur. In fact, nothing whatsoever will happen until it is turned 3
times to the right in succession. Immediately when this is done a
trembling will be felt, and the center of the south 15' feet of the
crypt floor will peak. (AT THIS MOMENT BEGIN A COUNT TO
5. ANY CHARACTER UPON THE SOUTH 15' OF THE FLOOR
AT THE END OF THE COUNT HAS RISEN UPWARDS WITH
THE ASCENDING VAULT AND HAS BEEN SQUASHED TO
JELLY AGAINST THE ARCHED DOOR). The south 15' of the
crypt now is filled with a mithril vault. There is a door in the center
of the device, with an inset ring. A hard pull will swing open a
thick door. (DISPLAY GRAPHIC #33,)

Inside are the following:
- all items from characters teleported nude
- 97 base 10 g.p. gems and 3 huge gems (a 10, 000 g.p.
peridot, a 50, 000 g.p. emerald, and a 100.000 g.p. black
opal)
- 12 potions and 6 scrolls (determined randomly)
- 1 ring, 1 rod, 1 staff, and 3 miscellaneous magic items
- a +4 sword of defending and 2 cursed swords and 1
cursed spear of backbiting

The demi-lich Acererak also lingers in the crypt...
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Mr. Apol
mute incestuous psychopath


Joined: 04 Dec 2006
Location: tower of druaga

PostPosted: Sat Jul 10, 2010 1:29 am        Reply with quote

credits:

tulpa
apol
vic_torious
eskaibo

some random guys in the server also dropped in and helped with the pillar room
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Dark Age Iron Savior



Joined: 06 Dec 2006
Location: At the intersection of fantasy, reality and madness

PostPosted: Sat Jul 10, 2010 2:11 am        Reply with quote

+100 blood portents
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eskaibo



Joined: 26 Jul 2008
Location: w/i +w/o

PostPosted: Sat Jul 10, 2010 3:56 am        Reply with quote

wow this dungeon is ridiculous
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Touran



Joined: 06 Dec 2006
Location: New York

PostPosted: Sat Jul 10, 2010 4:00 am        Reply with quote

All the images appear to be broken.

EDIT: No they are fine now.

I enjoyed the flavor text more without the images.
Pretty neat all in all though.
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CubaLibre



Joined: 02 Mar 2007
Location: The District

PostPosted: Sat Jul 10, 2010 4:28 am        Reply with quote

god can i frontpage this
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Mr. Apol
mute incestuous psychopath


Joined: 04 Dec 2006
Location: tower of druaga

PostPosted: Sat Jul 10, 2010 8:07 am        Reply with quote

CubaLibre wrote:
god can i frontpage this


yeah sure
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zombieman000



Joined: 03 Nov 2007
Location: A.D. 2219

PostPosted: Sat Jul 10, 2010 8:32 am        Reply with quote

WHOA
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Takashi



Joined: 04 Dec 2006

PostPosted: Sat Jul 10, 2010 10:04 am        Reply with quote

I'm totally hiring you guys for that 3D roguelike project I've been working on.
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Mr. Apol
mute incestuous psychopath


Joined: 04 Dec 2006
Location: tower of druaga

PostPosted: Sat Jul 10, 2010 10:41 am        Reply with quote

Takashi wrote:
I'm totally hiring you guys for that 3D roguelike project I've been working on.


give us a level construction toolkit that works like minecraft and we'll make you all the fuckin dungeons you can stand
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This Machine Kills Fascis
inexhaustible kitschery


Joined: 06 Dec 2006
Location: Clinton Hill

PostPosted: Sat Jul 10, 2010 10:57 am        Reply with quote

:(

I was hoping your dungeon hack was done.

Good job though guys.
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starblood
The Groke


Joined: 01 Oct 2008

PostPosted: Sat Jul 10, 2010 12:21 pm        Reply with quote

Is this close to what the kids played in that Lain ep?
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This Machine Kills Fascis
inexhaustible kitschery


Joined: 06 Dec 2006
Location: Clinton Hill

PostPosted: Sat Jul 10, 2010 12:46 pm        Reply with quote

starblood wrote:
Is this close to what the kids played in that Lain ep?

Weren't they just playing, like, virtual reality FFVII? Or was that a different episode?
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starblood
The Groke


Joined: 01 Oct 2008

PostPosted: Sat Jul 10, 2010 12:58 pm        Reply with quote

That was a different episode. In the fourth episode a bunch of elementary school are playing this FPS called phantoma. It is also one of the few times in the series where I have in fact laughed out loud at the part when they build the suspense at this guy running away from something. He rushes to his door, but he keeps dropping his keys, and can't get it open. Then at long last a shadowy figure (some girl) tapped his shoulder "Gotcha" Cue scream



I have embedded the video to start in the right time
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Vic Torious
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Joined: 14 May 2010

PostPosted: Sun Jul 11, 2010 4:12 am        Reply with quote

I really wish I could've contributed more to this project. Also that is one amazing OP.
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jjsimpso



Joined: 05 Dec 2006
Location: North Carolina

PostPosted: Sun Jul 11, 2010 6:24 pm        Reply with quote

Ok, where can I get this!?

Last halloween I DM'ed the original Tomb of Horrors using 1st edition AD&D rules and everything.
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secondpillow



Joined: 15 Jan 2007

PostPosted: Wed Jul 14, 2010 1:07 am        Reply with quote

I want to play this.
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Mr. Apol
mute incestuous psychopath


Joined: 04 Dec 2006
Location: tower of druaga

PostPosted: Thu Jul 15, 2010 9:23 pm        Reply with quote

unfortunately the server this was on was wiped :(

sorry to those who didn't get to explore it yet.
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Flylighter



Joined: 16 Nov 2008

PostPosted: Mon Jul 19, 2010 9:37 am        Reply with quote

Today I learned what minecraft is!
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Mr. Apol
mute incestuous psychopath


Joined: 04 Dec 2006
Location: tower of druaga

PostPosted: Mon Jul 19, 2010 10:20 am        Reply with quote

Flylighter wrote:
Today I learned what minecraft is!


go and make something amazing, young man
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Tulpa



Joined: 31 Jul 2008

PostPosted: Mon Jul 19, 2010 10:27 am        Reply with quote

bleak, vic and I were making doom e1m1 on that same server but it was being DOSed by vandals so we never finished.

I made the most rad armor room though.
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Kabbage



Joined: 19 Jan 2009
Location: Allston, MA

PostPosted: Sat Aug 07, 2010 3:11 pm        Reply with quote

A+++

Awesome job, man
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