Naithin
09-08-2005, 06:50 PM
Underground Dungeon
This place is dank, and dark. Torches sputtering thick oily smoke are thinly spaced along the walls, revealing a slime covered stones. The torches are loose in their brackets, able to be taken if you so wished.
The layout of this dungeon was explained to you before you were forced to descend. The outside walls are a simply box shape, running all the way around. There are two paths criss-crossing from the center of each side, creating in effect, 4 squares within the box.In the center of the dungeon, there is of course a four-way intersection, allowing travel to either edge of the outer square.
You and your opponent have been placed at opposite ends of this place to the East and the West.
It is tight down here, perhaps too tight. Little more than a metre distance across. If you were to stand akimbo, your elbows would likely touch the walls. The roof is similiarly imposing, no more than 2 metres high. Swinging long weapons down here nigh impossible, it seems.
---
To the crowds above, the pit floor, once covered in sand, now seems a radiant pool of light. When focused upon, they can see any area of the dungeon below they wish. The four mages at each point of the square chant in a low voice in unison, to keep the effect flowing.
There are another four, kept in reserve, should any need to break before the match is decided. Switching a mage mid session is difficult, but certainly preferable than having one faint, losing the entire image effect.
They wait, they sit and stare, looking at the fighters, assessing, not yet knowing who to root for in the dangerous place below.
This place is dank, and dark. Torches sputtering thick oily smoke are thinly spaced along the walls, revealing a slime covered stones. The torches are loose in their brackets, able to be taken if you so wished.
The layout of this dungeon was explained to you before you were forced to descend. The outside walls are a simply box shape, running all the way around. There are two paths criss-crossing from the center of each side, creating in effect, 4 squares within the box.In the center of the dungeon, there is of course a four-way intersection, allowing travel to either edge of the outer square.
You and your opponent have been placed at opposite ends of this place to the East and the West.
It is tight down here, perhaps too tight. Little more than a metre distance across. If you were to stand akimbo, your elbows would likely touch the walls. The roof is similiarly imposing, no more than 2 metres high. Swinging long weapons down here nigh impossible, it seems.
---
To the crowds above, the pit floor, once covered in sand, now seems a radiant pool of light. When focused upon, they can see any area of the dungeon below they wish. The four mages at each point of the square chant in a low voice in unison, to keep the effect flowing.
There are another four, kept in reserve, should any need to break before the match is decided. Switching a mage mid session is difficult, but certainly preferable than having one faint, losing the entire image effect.
They wait, they sit and stare, looking at the fighters, assessing, not yet knowing who to root for in the dangerous place below.