Conversation started Aug 11, 2016 at 15:02.
Aug 11, 2016 15:02
@doppelgreener You're braver than I, trying to help people find their way around Wizards' labyrinth.
@nitsua60 which one? because i love the planes of D&D 4e.
most especially the elemental chaos.
I mean wizards.org =\
oh! yes.
i've got a question right now asking for help navigating the very same and it appears to be a continuous trap for people not understanding what i'm asking about
Ooh, that gives me a good idea for this question; write a crawler to map wizards.org, and use that as your maze template! Full of wrong turns and dead-ends! Yet you know that what you need is somewhere in there!
@nitsua60 beautiful. articles with more links to pages that 404 and 503 and so on are of course more dangerous. articles with 402 links in them have super bad traps.
Aug 11, 2016 15:06
@nitsua60 And generate room descriptions and corridor descriptions from the content!
409 can trigger a wandering monster?
This could actually be kinda fun...
401 is just a locked door.
Problem is, 401 is a locked door to nowhere!
422 summons Cthulhu
418 will be a teapot
@nitsua60 If I was available this weekend…
Aug 11, 2016 15:09
507 and your bag of holding ruptures?
just a serruptitious tea set somewhere in the room
@doppelgreener In my mind, pages=rooms and links=corridors, so it would be a corridor leading nowhere, with a teapot at the dead end.
@doppelgreener yes, in classic "it's a duck. Just an ordinary, cute duck." [aside] "he'd never just put a duck in here... [to GM] ATTACK!" fashion
just a completely harmless teapot
508 should feature some kind of rollercoaster
Aug 11, 2016 15:11
Mine is maybe not the most interesting mental model, also does not make enough use of the unidirectionality of links…
@Anaphory in my mind, pages = rooms. links = what the room features. if the link leads to another functioning page, that means the room features a corridor to elsewhere. if it doesn't, the room features other weird stuff.
424... A door that only opens when you got a <insert class here> present, which is not part of the group makeup?
@Anaphory unidirectionality is easy: in true wizards.org form, rooms simply crumble behind you
426... A corridor leading to the next edition of D&D?
Jul 28 at 3:26, by Adeptus
@Miniman But D&D 105e isn't real D&D... The last real D&D was 102.7e
Aug 11, 2016 15:15
The 300s are also nice.
429 is... well, we all know that player. There's one at every table. (Well-intentioned, but do they know there's anyone else playing?)
304 only comes in when you visit that room the second time, and it looks precisely like when you entered it the first time.
305 strikes me like "switch GM for 10 min"
@Anaphory even though the player did set it on fire and killed all the monsters.
@Trish exactly
308 strikes me a orange cones lining off the junction, with a "DETOUR" hand-painted sign pointing right.
530 is a nice environmental cue
Aug 11, 2016 15:19
309.... the tunnel obviously was walled off and changed. Breaking down the wall just eveals another wall. And another.
@Trish the moment you get through a wall a dungeon-maintenance crew shows up with bricks and mortar =)
> soldier: "deja vu..."
druid: "hmm?"
soldier: "no, it's nothing, nevermind."
druid: [serious] "what was it?"
soldier: "we came into this room, and then we came into it again, and it's back like it was..."
druid: [suddenly alarmed] "that means they've changed something. they're onto us. let's move it!"
208: "Wait, how many doors did you say were on the right?" "I already told you."
204: "You open the door and see nothing beyond." "An empty room?" "No, nothing. Absolute nothingness" "I step in." "Okay, everyone, out of character: Dave's character no longer exists. Please do not address nor listen to Dave. Dave, you can go now, it's been nice playing with you."
100: "the hallway goes on even longer." "How long is it?" "Longer."
My mom just asked why I was laughting maniacly. I explained. She said: make that generator, sell it to them.
101: "You enter the room and... anyone have their Dark Heresy books with them? We're switching."
Aug 7 at 21:00, by SevenSidedDie
@nitsua60 lolfigsl!
Aug 11, 2016 15:26
206: You enter the room. However, there is just the floor, no ceiling, no walls. There is nothing instead. Also,m the door you came through only exists to just below the doorknob, but still it is closing behind you.
@Trish Just don't sell it to WotC, or they'll just post it in a room article behind a 309.
there is no 309!
522: you enter the room.... oh, sorry, we got to cut here.
@Trish nice ending =)
206 could also in result in "mage, you got only floor starting to build. Fighter, I hope you have climb ranks, because there is no floor, just wall. Rogue, how long can you cling to the ceiling again? And Cleric, at least you got air to breath, but you should learn to fly REAL quick... because you are falling. The others... uhm... where were the rules for holding breath again?"
509: the hallway narrows
Aug 11, 2016 15:33
499: From nowhere a city guard appears and pushes you back to the room you come from, asking if you really want to go there.
alternatively: asks you to show the seal of somebody.
450: "Your character's mobile rings."
"I... don't have a mobile in-game?"
"It's ringing. Caller ID shows it's your character's mother."
"What!?"
"Pick it up. do you have any idea what happens to your alignment if you ignore a call from your mom?"
"Okay... *I pick up the phone. 'Hi Mom'*"
[in mom-voice] "What are you doing in that moldy hole? Do you know what the neighbors would say if they knew you were crawling around in tunnels with a dwarf? And a *halfling!* A HALFLING! Why can't you just settle down with a nice elvish girl like your brother?" [dad, heard faintly in background] "What's t
 
Conversation ended Aug 11, 2016 at 15:38.