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| 2/1/2002 |
Gravitas-draft for mines design |
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Mines |
Music |
Atmosphere |
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Outside Camp: |
Standard, minor discovery |
Standard outside |
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Mine shack |
Ragtime Jazz+moody |
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Tattered tents |
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rusted tools |
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Pickaxe |
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Mule skeletons, undead if disturbed? |
spookier |
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Outhouse with skeleton, dormant, inside |
surprise |
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Note about finding rubies in there, on last day of mining
before the dead awoke |
spookier |
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Mine Entrance Area: |
Darkening tone, as closer |
Darker |
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Rubbled over |
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Broken Timbers |
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Mist |
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Warning Sign, in dwarven and English, french? |
quiet, moody |
Mist |
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wandering packmule-recruitable |
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grave for one honored dead |
quiet, moody, trumpet taps |
Mist encircles |
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How is rubble cleared? |
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Entry Tunnel: |
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wall of fog down middle |
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Undead sentries still in fog at end. Skels with swords, shields |
quiet, slow thumping |
dim,foggy to waist |
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Batch erupts in front when first two are
destroyed-archers? |
fight |
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Opens into mine corridor choices, start of mines |
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clearing fog |
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Cut passages: |
mysterious |
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small, anklebiting monsters here, just a nuisance |
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Winding down into mountain/earth-deepening |
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criss-cross to form multiple paths, and two outlets |
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Level: Vent Room |
hunting horn, mixed w dark |
dim ambient |
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Sunlight through one shaft in ceiling |
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squirrels |
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Wolfpack-Challenge |
fight, howling faintly |
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Rock monster-Challenge |
faster |
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Mini-escape into tiny forest (where wolves enter) via
constant elevator-air vent |
melodic |
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Water/stream drives elevator |
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minecar repair area- take minecar over chasm into mesa
pillar. Fight for treasure |
adventurous |
fog |
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Level: Dwarven Garden |
spooky, quiet |
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Exotic plants -food
and healing plants growing via dwarven magic gems in floor |
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gemglow around perim. |
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Misty, foggy |
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light rain from ceiling |
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Small
monsters in mist, + tiny skels w
daggers |
fight |
cover fog |
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Very dark, spooky, few if any lights |
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Low light |
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Close/small opening to enter. Small exit on other side/corner |
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healing herbs |
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Mystic dwarf shrine, small, gives endurance/strength |
lighter,
violin, slow but upbeat |
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small pond, bridge |
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Level: Active excavation |
Busy |
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Large earthmoving machines-drillers, loaders, etc. parked
as left in process |
Chain gang mixed w music |
Dark, but can light wall torches |
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Enchanted Bulldozer still active/dangerous? |
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Roughest upper area, construction items still laying
about-timbers, steel, rivets |
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Spikes -can be used as weapon (enchanted?) |
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Catwalks, Scaffolding, for applying timbers |
danger, when on scaffolds |
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Pit with skeletons laying in it. Skels have treasure (small) -it’s a trap |
fight |
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Level:
Transitions into more bouldery, rougher excavations |
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Inner Mine Camp |
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Batches of monsters amongst the boulders |
suspense |
Clear, dark w torch |
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Newstand type stand - once had items for sale to workers,
now mostly junk |
SpookySaloon |
Clear, dark w torch |
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feedbags |
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barrels |
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Pen, brokedown |
suspense |
groundcover mist |
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Undead packmules |
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Tracks |
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Clear, dark w torch |
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Mine entrance, deep mines elevator |
Quieter/ ominous |
Fog billows into hole |
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Bags |
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Armor |
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trough filled with water/slime/monster |
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Deep mines: |
Suspense |
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Starts confined, restricted |
Pumping |
Clear, dark |
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Supports for mine shaft/steel |
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ruby veins in walls |
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shines |
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rubies treasure |
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crisscrossing passages, small encounters w/monsters |
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dark |
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Cave 1: pack of
baddies inside cave, 2nd batch emerges BEHIND during battle |
Fight |
pitch dark |
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Cave 2 |
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Cave 3 |
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Opens into wide open area, curved high roof with
stalactites, waterfall from stone |
Epic |
dim/clear |
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Well kept house is there, smoke puffs from chmney, dead
hero on slab |
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Greeted by NPC, owner of house (Tough Vampire?) |
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"Boss Monster"
fight for ruby |
Big Fight |
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Hero revives if fight is won. Offers to join in "final battle" upcoming |
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Get Blood of Brothers Ruby |
Success! |
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