I'll probably have to post these in segments as the 65% png file is already 1.08 megs.
Something living down below heard the village construction as a distant digging. Eventually, right after the basement was built, they sent Old Bill and a few of the lads to see what was going on up on the surface.
After they made their report, it was decided to make a trap.
Why they then made it possible for adventurers to descend into their area and attack them, no one knows. Well, I thought it would make for a smashing adventure, but thats to much meta-gaming... :-)
Anyway.
If someone peeks under the water through the stone door way A, they see water covered steps leading downwards, then a room of air. Its a programmed illusion. Its just more water. Adventurers who travel down the stairs, maybe with a water breating spell, they wil start to drown when it times out.
B is a very flimsy bridge, walk on it, and bloop. There is an illusion of a wooden chest near the number 2.
Room 3 is the last of the cave look. Ordinary stone steps lead down to room 4 and 5. I haven't decided what to put there yet.
The entire map is 500' x 400', so for clarity I may have to divide this up into smaller maps. What do you think ?
'Old Bill and some of the lads'... now who might that be ? Not orcs as they are chaotic, and would need a stern work boss to make them do anything. May not be as good of a look/job as this map.
Walls enclose steps and rooms unless otherwise noted. The rope and plank bridges, and the broken bridges, do look out on nothing but a fog below them. There might be a solid surface below them, far below.
The left most room does have a hole in the floor, that the adventurer can see some bones and gold coins below. The statue has a raised sword and the gold coins are actually Fools Gold, iron pyrites.
I could... but what are the rooms resting on ? Well, it could be magical. Of course, some wisecracking player character could cast Dispel Magic, and get themselves into all kinds of trouble... sounds good, or rather nasty, to me !
But the rooms on what is now the left, but actually the middle of the map, are resting on rock.
The ones in the middle could be floating in a virtual void - virtual rooms in a virtual void. Gravity would be kind of abstract. They link two realities?
Missing floor sections, and a drop down to the ground far below, in the room to the right side of the brown area. And a 3' wide path over the ground and rocks far below leading to the next room.
24 areas, with some having A and B parts.
I am seriously thinking of shrinking this map to half the size. Just too much detail lost at this size.
And here is the text and a mostly completed map. If too small, I am including the fcw. edit: Correcting some misspelled words.
Village Hall ruins.
with a basement and rooms unknown below that were built by others.
Some graves to the east of the village hall, long forgotten.
Dungeon below the basement. All rooms and stairs are enclosed unless stated otherwise in the description. Think of the small treasures as lures to get adventurers to go down and tangle with Old Bill and the lads.
1) Just looking into the water, just looks like a deep water area under the floor. Look through doorway A, characters will see stairs leading down into the water. Holding their breath and putting their head into the water they will see a dry area at the bottom of the stairs. Its an illusion. The stairs go down to a flooded room. B a thin stone slab. Walk across it and it will break. The gap is 2 feet across and should be survivable. C is a hidden door that leads downward to room 3.
2) A small chest is at location 2. It contains 5 gold pieces and 20 silver.
3) A small cave area. Steps lead down to room 4 and 5.
4) an L-shaped room that leads to room 5 and location 8.
5) leads to room 6 via rope and wood plank walk.
6) loose rock floor. Leads to 35.
7) The alcove to the left of the entrance stairs can house a nice trap or monster. Room leads to room 15.
8) broken stone path leads to 13.
9) a small loose stone area that leads to 10, 13, or 36. Open walls. Ceiling about 10 feet up. Long fall down.
10) some open wall areas with a drop off to clouds/mist below. Open arch leading down to room 20.
11) A torch lit room. Someone replaces the torch once a day or so. Hole in the floor leads down to a small open top room 12. Bones, coins, and a magic statue with a ready sword. Stone door down to room 19.
12) The statue wil attack anything living that enters the room. Flying, levitation, and a rope can be used by survivors to get back up to room 11.
13) open walls over clouds and mist. Rope and plank bridge to room 14.
14) walls on one side are not there, just a drop off to clouds/mist below.
15) a room with nothing in it. Finding the secret door leads to a few platinum and gold coins.
16) Two open wall areas with a drop off to clouds/mist below.
17) Large square room. Shakes as characters walk across the floor. If they are near the stairs, they could fall, maybe to the rocks below. A) stairs down to room 18. A small opening. Characters can see down to cave-like room 32.
18) A small rectanular room. Only partially walled. The stairs 17A are open, no guard rail.
19) A torch lit room. A room with defensive works in part 19A. A small chest with bones nearby.
20) A room with two holes in the floor. And a narrow bridge 21 to room 22. Otherwise enclosed. One drops of to rocks far below. The other drops down to a stalagtite filled room 37. Ouch !
21) A 3 foot wide walk across a chasm to room
22) Enclosed except for one wall. Drop off to cold water a long distance dowm.
23) Another torch lit room, oil is replaced by magic. Three stone doors. Only one will open at a time. They could be trapped.
24) Another L-shaped room. Bones. Stairs lead up to room 18. Secret door leads down to room 25.
25) Slippery with water and gravel. The water flow is cold and fills the lake below.
26) L-Shaped with two open sides. Drop off to rocks below.
27) Stairs up through the celing lead to room 30. Two walls open.
28) A small room with a floor, ceiling and one wall.
29) a narrow path leading to 27.
30) Connects rooms 27 and 31. One open wall.
31) Fully enclosed. Small cave-in on one wall. There could be something buried under that.
32) The bone room. If any character starts humming, or is singing, when in this room, the bones will join in.
33) A trap. No sides, just floor and ceiling. At random intervals a 1 foot by 1 foot section will drop away. The entire room could fall into the abyss.
34) end of the path; however, Flying ability or Levitate could be used to get to room 14 or room 16. Beware gusts of wind from below.
35) leads down to 7 or over to 34.
36) Three walls open. Nice treasure. Beware the spring loaded floor sections ! A character could get tossed off into the rocks far below.
37) While it looks like to doesn't go anywhere, landing here will teleport no error the adventurers to Old Bill and his lads Combat Arena.
38) loose rope and plank path over a chasm of mist and clouds.
I don't know about you folks, but I'm starting to lose track of what I'm doing. Probably my 'flu, etc. for most of December. I'm mostly over it.
But here are the maps in sequence.
First one is a large overal map of the area. This shows nearby inhabited castles and towns, and the Ghost Forest, and the Lost Village location in the Ghost Trees. This is for anyone who wants to map the towns or castles.
Second map is the area I'm mapping. A narrower area 3 miles by 1 mile.
Third map is the Lost Village. Detail map of the Village Hall, basement, and unknown dungeon below.
Rather than hold up these maps, I expect to get done this week with them, for the other maps for this 'district' I'll go ahead and submit these about Friday.
I think I'm about ready to submit. Here is the text I'll be adding in the zip file.
Please make suggestions or corections.
Thanks !
ghost_forestarea01.fcw Large area map 10 x 10 miles.
Drum castle, they have a drum alarms if anything emerges from the forest.
Just under the words 'Guard Road' and to the left and below those words, are two small hamlets with rotting fields. They could be haunted.
Two evil markers with horns in the center area.
Henge ruins with broken towers near them, just to the west of Drum Castle.
ghost_forestarea02.fcw Closer in map, 3 miles by 1 mile.
lost_village01.fcw The small abandoned village in the Ghost Trees 700' x 540'
The Lost village was supposedly over run by one very large rat. There are those who claim the ghost trees surrounding the village were planted to look like a rat. Those distant relatives who have gone here to look for survivors don't come out of this small wood.
Strange noises can be heard from the woods of Ghost Forest, day or night.
Burn ? Yes, a star has been burned into the very Living Rock that has been pushed up from below. By what ? That is unknown.
Dead Keep houses something evil. Lanterns can be seen moving between floors at night.
Henge of Unhappiness used to be called Henge to Glory. It broke under evil attacks.
Castle of Doom was once called Defenders' Castle ! Its inhabitants are no more.
village_hall01.fcw , interior of village hall 100' x 80'
The two skeletal forearms, inside and just to the west of room 3, are not aligned east to west. If they are, the fireplace in room 3 wil move 3 feet outwards, fold in on itself ( hope your character didn't put anything on the mantle ! ) and sink into the ground. a 3' x 8' opening will be left. The wood ladder that went into the basement is long gone.
If someone goes into room 13, where there are skulls on the floor and moving some to inspect the fireplace... the third one wll try to bite the character picking it up.
village_hall02.fcw , basement known to village hall users and surroinding below the surface. 100' x 80'
The basement. The gray square is the opening after the fireplace moves.
Theres a light, down in the basement.
Why is it there ? Nobody supposedly lives here !
The village has been abandoned for many years !
Fresh torch in the wall sconce. The edge of the light half-circle can be seen from the rectangular hole. Yes, there is a large area around it... contemplating bones and water pockets in the area outside the basement.
The bluish blobs are water.
Some graves to the east of the village hall, long forgotten. A burial. Doubtful the villagers ever knew they were there. Minimal weapons, no armor.
village_hall03.fcw , dungeon, unknown the villagers. 480' x 385'
Dungeon below the basement. All rooms and stairs are enclosed unless stated otherwise in the description. Think of the small treasures as lures to get adventurers to go down and tangle with Old Bill and the lads.
1) Just looking into the water, just looks like a deep water area under the floor. Look through doorway A, characters will see stairs leading down into the water. Holding their breath and putting their head into the water they will see a dry area at the bottom of the stairs. Its an illusion. The stairs go down to a flooded room. B a thin stone slab. Walk across it and it will break. The gap is 2 feet across and should be survivable. C is a hidden door that leads downward to room 3.
2) A small chest is at location 2. It contains 5 gold pieces and 20 silver.
3) A small cave area. Steps lead down to room 4 and 5.
4) an L-shaped room that leads to room 5 and location 8.
5) leads to room 6 via rope and wood plank walk.
6) loose rock floor. Leads to 35.
7) The alcove to the left of the entrance stairs can house a nice trap or monster. Room leads to room 15.
8) broken stone path leads to 13.
9) a small loose stone area that leads to 10, 13, or 36. Open walls. Ceiling about 10 feet up. Long fall down.
10) some open wall areas with a drop off to clouds/mist below. Open arch leading down to room 20.
11) A torch lit room. Someone replaces the torch once a day or so. Hole in the floor leads down to a small open top room 12. Bones, coins, and a magic statue with a ready sword. Stone door down to room 19.
12) The statue wil attack anything living that enters the room. Flying, levitation, and a rope can be used by survivors to get back up to room 11.
13) open walls over clouds and mist. Rope and plank bridge to room 14.
14) walls on one side are not there, just a drop off to clouds/mist below.
15) a room with nothing in it. Finding the secret door leads to a few platinum and gold coins.
16) Two open wall areas with a drop off to clouds/mist below.
17) Large square room. Shakes as characters walk across the floor. If they are near the stairs, they could fall, maybe to the rocks below. A) stairs down to room 18. A small opening. Characters can see down to cave-like room 32.
18) A small rectanular room. Only partially walled. The stairs 17A are open, no guard rail.
19) A torch lit room. A room with defensive works in part 19A. A small chest with bones nearby.
20) A room with two holes in the floor. And a narrow bridge 21 to room 22. Otherwise enclosed. One drops of to rocks far below. The other drops down to a stalagtite filled room 37. Ouch !
21) A 3 foot wide walk across a chasm to room
22) Enclosed except for one wall. Drop off to cold water a long distance dowm.
23) Another torch lit room, oil is replaced by magic. Three stone doors. Only one will open at a time. They could be trapped.
24) Another L-shaped room. Bones. Stairs lead up to room 18. Secret door leads down to room 25.
25) Slippery with water and gravel. The water flow is cold and fills the lake below.
26) L-Shaped with two open sides. Drop off to rocks below.
27) Stairs up through the celing lead to room 30. Two walls open.
28) A small room with a floor, ceiling and one wall.
29) a narrow path leading to 27.
30) Connects rooms 27 and 31. One open wall.
31) Fully enclosed. Small cave-in on one wall. There could be something buried under that.
32) The bone room. If any character starts humming, or is singing, when in this room, the bones will join in.
33) A trap. No sides, just floor and ceiling. At random intervals a 1 foot by 1 foot section will drop away. The entire room could fall into the abyss.
34) end of the path; however, Flying ability or Levitate could be used to get to room 14 or room 16. Beware gusts of wind from below.
35) leads down to 7 or over to 34.
36) Three walls open. Nice treasure. Beware the spring loaded floor sections ! A character could get tossed off into the rocks far below.
37) While it looks like to doesn't go anywhere, landing here will teleport no error the adventurers to Old Bill and his lads Combat Arena.
38) loose rope and plank path over a chasm of mist and clouds.
Comments
Something living down below heard the village construction as a distant digging. Eventually, right after the basement was built, they sent Old Bill and a few of the lads to see what was going on up on the surface.
After they made their report, it was decided to make a trap.
Why they then made it possible for adventurers to descend into their area and attack them, no one knows. Well, I thought it would make for a smashing adventure, but thats to much meta-gaming... :-)
Anyway.
If someone peeks under the water through the stone door way A, they see water covered steps leading downwards, then a room of air. Its a programmed illusion. Its just more water. Adventurers who travel down the stairs, maybe with a water breating spell, they wil start to drown when it times out.
B is a very flimsy bridge, walk on it, and bloop. There is an illusion of a wooden chest near the number 2.
Room 3 is the last of the cave look. Ordinary stone steps lead down to room 4 and 5. I haven't decided what to put there yet.
The entire map is 500' x 400', so for clarity I may have to divide this up into smaller maps. What do you think ?
'Old Bill and some of the lads'... now who might that be ? Not orcs as they are chaotic, and would need a stern work boss to make them do anything. May not be as good of a look/job as this map.
Walls enclose steps and rooms unless otherwise noted. The rope and plank bridges, and the broken bridges, do look out on nothing but a fog below them. There might be a solid surface below them, far below.
The left most room does have a hole in the floor, that the adventurer can see some bones and gold coins below. The statue has a raised sword and the gold coins are actually Fools Gold, iron pyrites.
But the rooms on what is now the left, but actually the middle of the map, are resting on rock.
Missing floor sections, and a drop down to the ground far below, in the room to the right side of the brown area. And a 3' wide path over the ground and rocks far below leading to the next room.
24 areas, with some having A and B parts.
I am seriously thinking of shrinking this map to half the size. Just too much detail lost at this size.
Here are the map sizes and where.
Lost village map: 702' x 538'
Dead Keep map: 258' x 200'
Henge of Unhapiness: 460' x 345'
I might make the Henge to Glory, what it was before it came under attack and ruined.
end quote. Apparently I can quote someone else, but not myself. So I copied and pasted.
I'm only working on the village. I'll try and work on the others. And the location called 'Burn' on page 1 of this thread as well.
And here is what I have done so far of the dungeon.
Village Hall ruins.
with a basement and rooms unknown below that were built by others.
Some graves to the east of the village hall, long forgotten.
Dungeon below the basement. All rooms and stairs are enclosed unless stated otherwise in the description. Think of the small treasures as lures to get adventurers to go down and tangle with Old Bill and the lads.
1) Just looking into the water, just looks like a deep water area under the floor. Look through doorway A, characters will see stairs leading down into the water. Holding their breath and putting their head into the water they will see a dry area at the bottom of the stairs. Its an illusion. The stairs go down to a flooded room. B a thin stone slab. Walk across it and it will break. The gap is 2 feet across and should be survivable. C is a hidden door that leads downward to room 3.
2) A small chest is at location 2. It contains 5 gold pieces and 20 silver.
3) A small cave area. Steps lead down to room 4 and 5.
4) an L-shaped room that leads to room 5 and location 8.
5) leads to room 6 via rope and wood plank walk.
6) loose rock floor. Leads to 35.
7) The alcove to the left of the entrance stairs can house a nice trap or monster. Room leads to room 15.
8) broken stone path leads to 13.
9) a small loose stone area that leads to 10, 13, or 36. Open walls. Ceiling about 10 feet up. Long fall down.
10) some open wall areas with a drop off to clouds/mist below. Open arch leading down to room 20.
11) A torch lit room. Someone replaces the torch once a day or so. Hole in the floor leads down to a small open top room 12. Bones, coins, and a magic statue with a ready sword. Stone door down to room 19.
12) The statue wil attack anything living that enters the room. Flying, levitation, and a rope can be used by survivors to get back up to room 11.
13) open walls over clouds and mist. Rope and plank bridge to room 14.
14) walls on one side are not there, just a drop off to clouds/mist below.
15) a room with nothing in it. Finding the secret door leads to a few platinum and gold coins.
16) Two open wall areas with a drop off to clouds/mist below.
17) Large square room. Shakes as characters walk across the floor. If they are near the stairs, they could fall, maybe to the rocks below. A) stairs down to room 18. A small opening. Characters can see down to cave-like room 32.
18) A small rectanular room. Only partially walled. The stairs 17A are open, no guard rail.
19) A torch lit room. A room with defensive works in part 19A. A small chest with bones nearby.
20) A room with two holes in the floor. And a narrow bridge 21 to room 22. Otherwise enclosed. One drops of to rocks far below. The other drops down to a stalagtite filled room 37. Ouch !
21) A 3 foot wide walk across a chasm to room
22) Enclosed except for one wall. Drop off to cold water a long distance dowm.
23) Another torch lit room, oil is replaced by magic. Three stone doors. Only one will open at a time. They could be trapped.
24) Another L-shaped room. Bones. Stairs lead up to room 18. Secret door leads down to room 25.
25) Slippery with water and gravel. The water flow is cold and fills the lake below.
26) L-Shaped with two open sides. Drop off to rocks below.
27) Stairs up through the celing lead to room 30. Two walls open.
28) A small room with a floor, ceiling and one wall.
29) a narrow path leading to 27.
30) Connects rooms 27 and 31. One open wall.
31) Fully enclosed. Small cave-in on one wall. There could be something buried under that.
32) The bone room. If any character starts humming, or is singing, when in this room, the bones will join in.
33) A trap. No sides, just floor and ceiling. At random intervals a 1 foot by 1 foot section will drop away. The entire room could fall into the abyss.
34) end of the path; however, Flying ability or Levitate could be used to get to room 14 or room 16. Beware gusts of wind from below.
35) leads down to 7 or over to 34.
36) Three walls open. Nice treasure. Beware the spring loaded floor sections ! A character could get tossed off into the rocks far below.
37) While it looks like to doesn't go anywhere, landing here will teleport no error the adventurers to Old Bill and his lads Combat Arena.
38) loose rope and plank path over a chasm of mist and clouds.
But here are the maps in sequence.
First one is a large overal map of the area. This shows nearby inhabited castles and towns, and the Ghost Forest, and the Lost Village location in the Ghost Trees. This is for anyone who wants to map the towns or castles.
Second map is the area I'm mapping. A narrower area 3 miles by 1 mile.
Third map is the Lost Village. Detail map of the Village Hall, basement, and unknown dungeon below.
Fifth map is the basement.
And coming in sixth is the dungeon unknown to the long gone villagers.
I'm peddling my bicycle as fast as I can, but its against the wind, in snow both ways, and uphill in both directions. I think.
Please make suggestions or corections.
Thanks !
ghost_forestarea01.fcw Large area map 10 x 10 miles.
Drum castle, they have a drum alarms if anything emerges from the forest.
Just under the words 'Guard Road' and to the left and below those words, are two small hamlets with rotting fields. They could be haunted.
Two evil markers with horns in the center area.
Henge ruins with broken towers near them, just to the west of Drum Castle.
ghost_forestarea02.fcw Closer in map, 3 miles by 1 mile.
lost_village01.fcw The small abandoned village in the Ghost Trees 700' x 540'
The Lost village was supposedly over run by one very large rat. There are those who claim the ghost trees surrounding the village were planted to look like a rat. Those distant relatives who have gone here to look for survivors don't come out of this small wood.
Strange noises can be heard from the woods of Ghost Forest, day or night.
Burn ? Yes, a star has been burned into the very Living Rock that has been pushed up from below. By what ? That is unknown.
Dead Keep houses something evil. Lanterns can be seen moving between floors at night.
Henge of Unhappiness used to be called Henge to Glory. It broke under evil attacks.
Castle of Doom was once called Defenders' Castle ! Its inhabitants are no more.
village_hall01.fcw , interior of village hall 100' x 80'
The two skeletal forearms, inside and just to the west of room 3, are not aligned east to west. If they are, the fireplace in room 3 wil move 3 feet outwards, fold in on itself ( hope your character didn't put anything on the mantle ! ) and sink into the ground. a 3' x 8' opening will be left. The wood ladder that went into the basement is long gone.
If someone goes into room 13, where there are skulls on the floor and moving some to inspect the fireplace... the third one wll try to bite the character picking it up.
village_hall02.fcw , basement known to village hall users and surroinding below the surface. 100' x 80'
The basement. The gray square is the opening after the fireplace moves.
Theres a light,
down in the basement.
Why is it there ?
Nobody supposedly lives here !
The village has been abandoned for many years !
Fresh torch in the wall sconce. The edge of the light half-circle can be seen from the rectangular hole. Yes, there is a large area around it... contemplating bones and water pockets in the area outside the basement.
The bluish blobs are water.
Some graves to the east of the village hall, long forgotten. A burial. Doubtful the villagers ever knew they were there. Minimal weapons, no armor.
village_hall03.fcw , dungeon, unknown the villagers. 480' x 385'
Dungeon below the basement. All rooms and stairs are enclosed unless stated otherwise in the description. Think of the small treasures as lures to get adventurers to go down and tangle with Old Bill and the lads.
1) Just looking into the water, just looks like a deep water area under the floor. Look through doorway A, characters will see stairs leading down into the water. Holding their breath and putting their head into the water they will see a dry area at the bottom of the stairs. Its an illusion. The stairs go down to a flooded room. B a thin stone slab. Walk across it and it will break. The gap is 2 feet across and should be survivable. C is a hidden door that leads downward to room 3.
2) A small chest is at location 2. It contains 5 gold pieces and 20 silver.
3) A small cave area. Steps lead down to room 4 and 5.
4) an L-shaped room that leads to room 5 and location 8.
5) leads to room 6 via rope and wood plank walk.
6) loose rock floor. Leads to 35.
7) The alcove to the left of the entrance stairs can house a nice trap or monster. Room leads to room 15.
8) broken stone path leads to 13.
9) a small loose stone area that leads to 10, 13, or 36. Open walls. Ceiling about 10 feet up. Long fall down.
10) some open wall areas with a drop off to clouds/mist below. Open arch leading down to room 20.
11) A torch lit room. Someone replaces the torch once a day or so. Hole in the floor leads down to a small open top room 12. Bones, coins, and a magic statue with a ready sword. Stone door down to room 19.
12) The statue wil attack anything living that enters the room. Flying, levitation, and a rope can be used by survivors to get back up to room 11.
13) open walls over clouds and mist. Rope and plank bridge to room 14.
14) walls on one side are not there, just a drop off to clouds/mist below.
15) a room with nothing in it. Finding the secret door leads to a few platinum and gold coins.
16) Two open wall areas with a drop off to clouds/mist below.
17) Large square room. Shakes as characters walk across the floor. If they are near the stairs, they could fall, maybe to the rocks below. A) stairs down to room 18. A small opening. Characters can see down to cave-like room 32.
18) A small rectanular room. Only partially walled. The stairs 17A are open, no guard rail.
19) A torch lit room. A room with defensive works in part 19A. A small chest with bones nearby.
20) A room with two holes in the floor. And a narrow bridge 21 to room 22. Otherwise enclosed. One drops of to rocks far below. The other drops down to a stalagtite filled room 37. Ouch !
21) A 3 foot wide walk across a chasm to room
22) Enclosed except for one wall. Drop off to cold water a long distance dowm.
23) Another torch lit room, oil is replaced by magic. Three stone doors. Only one will open at a time. They could be trapped.
24) Another L-shaped room. Bones. Stairs lead up to room 18. Secret door leads down to room 25.
25) Slippery with water and gravel. The water flow is cold and fills the lake below.
26) L-Shaped with two open sides. Drop off to rocks below.
27) Stairs up through the celing lead to room 30. Two walls open.
28) A small room with a floor, ceiling and one wall.
29) a narrow path leading to 27.
30) Connects rooms 27 and 31. One open wall.
31) Fully enclosed. Small cave-in on one wall. There could be something buried under that.
32) The bone room. If any character starts humming, or is singing, when in this room, the bones will join in.
33) A trap. No sides, just floor and ceiling. At random intervals a 1 foot by 1 foot section will drop away. The entire room could fall into the abyss.
34) end of the path; however, Flying ability or Levitate could be used to get to room 14 or room 16. Beware gusts of wind from below.
35) leads down to 7 or over to 34.
36) Three walls open. Nice treasure. Beware the spring loaded floor sections ! A character could get tossed off into the rocks far below.
37) While it looks like to doesn't go anywhere, landing here will teleport no error the adventurers to Old Bill and his lads Combat Arena.
38) loose rope and plank path over a chasm of mist and clouds.