Appearance
question:As a prompt generator for a generative AI called "Midjourney", you will create image prompts for the AI to visualize. I will give you a concept, and you will provide a detailed prompt for Midjourney AI to generate an image. Please adhere to the structure and formatting below, and follow these guidelines: Do not use the words "description" or ":" in any form. Do not place a comma between [ar] and [v]. Write each prompt in one line without using return. Structure: [1] = 这是一个雕塑:卫星 [2] = a detailed description of [1] with specific imagery details. [3] = a detailed description of the scene's environment. [4] = a detailed description of the compositions. [5] = a detailed description of the scene's mood, feelings, and atmosphere. [6] = A style (e.g. photography, painting, illustration, sculpture, artwork, paperwork, 3D, etc.) for [1]. [7] = a detailed description of the scene's mood, feelings, and atmosphere. [ar] = Use "--ar 16:9" for horizontal images, "--ar 9:16" for vertical images, or "--ar 1:1" for square images. [v] = Use "--niji" for Japanese art style, or "--v 5" for other styles. Formatting: Follow this prompt structure: "/imagine prompt: [1], [2], [3], [4], [5], [6], [7], [ar] [v]". Your task: Create 4 distinct prompts for each concept [1], varying in details description, environment,compositions,atmosphere, and realization. Write your prompts in english. Do not describe unreal concepts as "real" or "photographic". Include one realistic photographic style prompt with lens type and size. Separate different prompts with two new lines. Example Prompts: /imagine prompt: cute dog, fluffy fur, wagging tail, playful expression, sitting on a grassy field, under a clear blue sky, with a colorful collar, in a natural and vibrant setting, by a lake, captured with a Nikon D750 camera, 50mm lens, shallow depth of field, composition focused on the dog's face, capturing its joyful spirit, in a style reminiscent of William Wegman's iconic dog portraits. --ar 1:1 --v 5.2 /imagine prompt: beautiful women in the coffee shop, elegant and sophisticated, sipping a cup of steaming coffee, natural sunlight streaming through the window, soft and warm color tones, vintage decor with cozy armchairs and wooden tables, a bookshelf filled with classic novels, delicate porcelain teacups, a hint of aromatic coffee beans in the air, captured by a Leica M10 camera, 35mm lens, capturing the essence of timeless beauty, composition focused on the woman's face and hands, reminiscent of a painting by Leonardo da Vinci. --ar 1:1 --v 5.2 /imagine prompt: A captivating Halo Reach landscape with a Spartan amidst a battlefield, fallen enemies around, smoke and fire in the background, emphasizing the Spartan's determination and bravery, detailed environment blending chaos and beauty, Illustration, digital art, --ar 16:9 --v 5
answer:/imagine prompt: A satellite in orbit, gleaming metallic surface reflecting sunlight, intricate antennas and solar panels, surrounded by a field of stars, against the backdrop of planet Earth, hues of blue and white swirling below, a sense of isolation and technology in space, rendered as a hyper-realistic painting, showcasing the vastness of the cosmos. --ar 16:9 --v 5 /imagine prompt: An art installation of a satellite sculpture, futuristic and abstract design, composed of geometric shapes and wires, placed in a serene gallery space with minimalistic walls and spotlights, casting shadows and reflections, creating a sense of wonder and curiosity, captured with a Canon EOS R camera, 24-70mm lens, emphasizing the interplay of light and shadow, in a style resembling modern sculpture. --ar 1:1 --v 5 /imagine prompt: A satellite hovering above a rocky alien terrain, surrounded by swirling purple clouds and glowing orbs, transmission beams extending towards a distant planet, mysterious and otherworldly environment, composition focusing on the contrast between technology and nature, created as a digital artwork with intricate details and vibrant colors, evoking a sense of adventure and discovery. --ar 9:16 --v 5 /imagine prompt: A satellite crash-landed in a post-apocalyptic wasteland, broken antennas and dented panels, smoke rising from burnt vegetation, ominous dark clouds looming overhead, a sense of destruction and desolation, captured with a Sony A7III camera, 50mm lens, in gritty and realistic photographic style, showcasing the aftermath of a catastrophic event. --ar 16:9 --v 5.2
question:As a prompt generator for a generative AI called "Midjourney", you will create image prompts for the AI to visualize. I will give you a concept, and you will provide a detailed prompt for Midjourney AI to generate an image. Please adhere to the structure and formatting below, and follow these guidelines: Do not use the words "description" or ":" in any form. Do not place a comma between [ar] and [v]. Write each prompt in one line without using return. Structure: [1] = 神秘鱼类的拓印画悬挂在聚光灯下, [2] = a detailed description of [1] with specific imagery details. [3] = a detailed description of the scene's environment. [4] = a detailed description of the compositions. [5] = a detailed description of the scene's mood, feelings, and atmosphere. [6] = A style (e.g. photography, painting, illustration, sculpture, artwork, paperwork, 3D, etc.) for [1]. [7] = a detailed description of the scene's mood, feelings, and atmosphere. [ar] = Use "--ar 16:9" for horizontal images, "--ar 9:16" for vertical images, or "--ar 1:1" for square images. [v] = Use "--niji 6" for Japanese art style, or "--v 6" for other styles. Formatting: Follow this prompt structure: "/imagine prompt: [1], [2], [3], [4], [5], [6], [7], [ar] [v]". Your task: Create 4 distinct prompts for each concept [1], varying in details description, environment,compositions,atmosphere, and realization. Write your prompts in english. Do not describe unreal concepts as "real" or "photographic". Include one realistic photographic style prompt with lens type and size. Separate different prompts with two new lines. Example Prompts: /imagine prompt: cute dog, fluffy fur, wagging tail, playful expression, sitting on a grassy field, under a clear blue sky, with a colorful collar, in a natural and vibrant setting, by a lake, captured with a Nikon D750 camera, 50mm lens, shallow depth of field, composition focused on the dog's face, capturing its joyful spirit, in a style reminiscent of William Wegman's iconic dog portraits. --ar 1:1 --v 6 /imagine prompt: beautiful women in the coffee shop, elegant and sophisticated, sipping a cup of steaming coffee, natural sunlight streaming through the window, soft and warm color tones, vintage decor with cozy armchairs and wooden tables, a bookshelf filled with classic novels, delicate porcelain teacups, a hint of aromatic coffee beans in the air, captured by a Leica M10 camera, 35mm lens, capturing the essence of timeless beauty, composition focused on the woman's face and hands, reminiscent of a painting by Leonardo da Vinci. --ar 1:1 --v 6 /imagine prompt: A captivating Halo Reach landscape with a Spartan amidst a battlefield, fallen enemies around, smoke and fire in the background, emphasizing the Spartan's determination and bravery, detailed environment blending chaos and beauty, Illustration, digital art, --ar 16:9 --v 6
answer:/imagine prompt: A detailed engraving of a mysterious fish species hanging under a spotlight, intricate scales and fins shimmering, casting shadows on the surrounding walls, in a dimly lit museum hall filled with ancient artifacts and artifacts, creating a sense of wonder and curiosity, captured in a realistic photographic style with a macro lens, focusing on the fish's texture and details. --ar 16:9 --v 6 /imagine prompt: An ancient fish fossil casting its shadow under a focused spotlight, showcasing the delicate imprints of its skeletal structure, displayed in a dark and atmospheric exhibition hall with aged stone walls and dim lighting, surrounded by eerie silence and a hint of mystery, captured in a haunting black and white illustration style, emphasizing the fossil's intricate patterns and history. --ar 16:9 --v 6 /imagine prompt: A surreal holographic projection of an otherworldly fish species suspended in mid-air under a beam of light, glowing with iridescent colors and patterns, set in a futuristic laboratory with advanced technology and digital displays, creating a mesmerizing and futuristic atmosphere, captured in a vibrant 3D artwork style, highlighting the fish's ethereal beauty and uniqueness. --ar 16:9 --v 6 /imagine prompt: A mystical fish silhouette outlined against a spotlight, with intricate patterns and symbols woven into its form, set in a mystical underwater cave with shimmering bioluminescent plants and ancient ruins, evoking a sense of magic and enchantment, captured in a dreamy and ethereal paperwork style, emphasizing the fish's connection to the mystical realm. --ar 16:9 --v 6
question:Given the following info about the 30 rooms of a cave that would be beneath the pillaged city of Yulash (Pillaged by the Zhentarim), please add room features to every room and expand on the preexisting ones. Some examples could be maybe there is a giant bottomless pit, imposing Stalactites all over the ceiling, a growing mushroom, a pool of water, some form of rich metal deposit, etc. You can even make the monsters, treasures or traps apart of it, for example maybe the main point of interest in the room is the cult worshipping something, treasure is within the endless pit or another hazard you introduce (maybe dangling off the side for example), or there is a single path alongside two pools of water where a trap is on the path and can be avoided by swimming through the water. Get really creative and provide multiple details about each of the 30 rooms here while keeping all of the relevent provided info about each room and also keeping the dm info about DC, treasure, monsters, traps separate from the player info which should be the description of the room and anything the players would see: Room #1 Room Features A tile mosaic of legendary monsters covers the floor, and someone has scrawled a diagram of a mechanical trap on the east wall Monster Illusionist (cr 3, motm 263, vgm 214) and 1 x Guard (cr 1/8, mm 347); easy, 725 xp Treasure: 5 pp; 18 sp Trap Poison Gas Trap: DC 15 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 18 save or take 4d10 poison damage Room #2 Room Features A clicking noise can be faintly heard near the east wall, and a pair of boots lies in the north side of the room Room #3 Monster Bandit Captain (cr 2, mm 344) and 5 x Bandit (cr 1/8, mm 343); medium, 575 xp Treasure: 9 ep; 18 sp; 13 gp; 10 gp; 21 cp; 13 gp Hidden Treasure Hidden (DC 25 to find) Trapped and Locked Iron Chest (DC 25 to unlock, DC 30 to break; 60 hp) Teleporter Crystal: DC 15 to find, DC 15 to disable; affects each creature which touches the crystal, DC 19 save or be teleported to another location 1300 cp, 700 sp, 50 gp, a bone puzzle box engraved with spirals (25 gp), a cloth coat trimmed with rabbit fur (25 gp), a cloth mantle trimmed with fox fur (25 gp), a copper mask inlaid with ornate silver scrollwork (25 gp), a copper ring inlaid with gold (25 gp), a scroll of calligraphy (25 gp), an agateware cup embossed with draconic runes (25 gp), an obsidian orb engraved with arcane runes (25 gp), Spell Scroll (Blade Ward) (common, dmg 200), Spell Scroll (Longstrider) (common, dmg 200), Spell Scroll (Misty Step) (uncommon, dmg 200), 3 x Potion of Healing (common, dmg 187) Room #4 Monster Orc Eye of Gruumsh (cr 2, mm 247) and 3 x Orc (cr 1/2, mm 246); hard, 750 xp Treasure: 16 cp; 17 cp; 4 pp; 15 sp Trap Idol of Law: DC 15 to find, DC 15 to disable; affects chaotic creatures which touch the idol, DC 13 save or take 2d10 damage and be stunned for 1 round Room #5 Room Features Skeletons hang from chains and manacles against the south and east walls, and several pieces of broken glass are scattered throughout the room Room #6 Monster Ettin (cr 4, mm 132); easy, 1100 xp Treasure: 18 cp Room #7 Monster Cult Fanatic (cr 2, mm 345) and 3 x Thug (cr 1/2, mm 350); hard, 750 xp Treasure: 17 cp; 10 cp; 17 sp; 12 ep Room #8 Hidden Treasure Locked Simple Wooden Chest (DC 15 to unlock, DC 15 to break; 10 hp) 2800 cp, 900 sp, 40 gp, 4 x diamond (50 gp), chalcedony (50 gp), moonstone (50 gp), onyx (50 gp), sardonyx (50 gp), Medallion of Thoughts (uncommon, dmg 181), +1 Weapon (shortbow) (uncommon, dmg 213) Room #9 Hidden Treasure Hidden (DC 15 to find) Trapped and Locked Simple Wooden Chest (DC 20 to unlock, DC 15 to break; 10 hp) Magic Missle Trap: DC 15 to find, DC 10 to disable; one target, 2d10 force damage 2100 cp, 900 sp, 80 gp, a cloth cloak threaded with dyed silk (25 gp), a leather scabbard sewn with copper (25 gp), a malachite cup engraved with arcane runes (25 gp), a necklace of malachite (25 gp), a steel bell engraved with elven script (25 gp), Spell Scroll (Command) (common, dmg 200) Room #10 Room Features Someone has scrawled "Mind the gap" on the west wall, and a corroded iron key hangs from a hook on the east and west walls Monster Cult Fanatic (cr 2, mm 345) and 3 x Cultist (cr 1/8, mm 345); medium, 525 xp Treasure: 10 gp; 12 cp; 18 sp; 11 gp Room #11 Room Features Someone has scrawled "Dinain stands here, slain by a basilisk" on the south wall, and an unexplained breeze can be felt in the east side of the room Room #12 Room Features A set of demonic war masks hangs on the north wall, and a shattered hammer lies in the center of the room Monster 2 x Orog (cr 2, mm 247); hard, 900 xp Treasure: 8 gp; 21 sp Room #13 Room Features A stair ascends to a balcony hanging from the west wall, and a mural of ancient mythology covers the ceiling Monster Cult Fanatic (cr 2, mm 345) and 6 x Cultist (cr 1/8, mm 345); deadly, 600 xp Treasure: 1700 cp, 1700 sp, 30 gp, a bone shield brooch engraved with spirals (25 gp), a cloth cloak trimmed with fur (25 gp), a lacquered wooden cup set with a single alexandrite (25 gp), Spell Scroll (Aura of Life) (rare, dmg 200), Potion of Mind Reading (rare, dmg 188) Room #14 Room Features Several alcoves are cut into the south and west walls, and someone has scrawled an incomplete drawing of a dragon on the east wall Monster Ettin (cr 4, mm 132); easy, 1100 xp Treasure: 8 gp Room #15 Hidden Treasure Hidden (DC 15 to find) Locked Good Wooden Chest (DC 20 to unlock, DC 20 to break; 15 hp) 2600 cp, 800 sp, 90 gp, a fine leather merchant's cap trimmed with lynx fur (25 gp), a pewter mask set with garnet and jet (25 gp), a silver pendant engraved with draconic scales (25 gp), a silver salt cellar set with amethyst (25 gp) Room #16 Room Features A simple fireplace sits against the north wall, and howling can be faintly heard near the south wall Monster Orc War Chief (cr 4, mm 246) and 1 x Orc (cr 1/2, mm 246); medium, 1200 xp Treasure: 1 pp; 18 cp Room #17 Trap Chain Flail: DC 10 to find, DC 10 to disable; initiative +1, 1 attack per round, +7 to hit against all targets within 5 ft., 2d10 bludgeoning damage Hidden Treasure Hidden (DC 20 to find) Trapped and Unlocked Simple Wooden Chest (10 hp) Acid Spray: DC 20 to find, DC 20 to disable; affects all targets within a 20 ft. cone, DC 19 save or take 2d10 acid damage for 1d4 rounds 2500 cp, 600 sp, 80 gp, 4 x diamond (50 gp), chalcedony (50 gp), jasper (50 gp), sardonyx (50 gp), zircon (50 gp) Room #18 Room Features A cube of solid stone stands in the west side of the room, and a sulphurous odor fills the room Room #19 Room Features A narrow pit covered by iron bars lies in the center of the room, and someone has scrawled "I've forgotten my name" on the west wall Monster 2 x Goblin (cr 1/4, mm 166) and 2 x Wolf (cr 1/4, mm 341); easy, 200 xp Treasure: 19 sp; 13 cp; 15 gp; 15 sp Room #20 Room Features A cube of solid stone stands in the north-west corner of the room, and the walls are covered with slime Room #21 Room Features Someone has scrawled "The Golden Wayfarers looted this place" in dwarvish runes on the north wall, and a rusted breastplate lies in the south-west corner of the room Monster 3 x Bugbear (cr 1, mm 33) and 1 x Half-ogre (cr 1, mm 238); deadly, 800 xp Treasure: 20 cp; 24 cp; 18 cp; 10 ep Room #22 Room Features A faded and torn tapestry hangs from the north wall, and skeletons hang from chains and manacles against the east and west walls Monster Orc War Chief (cr 4, mm 246) and 1 x Orc (cr 1/2, mm 246); medium, 1200 xp Treasure: 12 sp; 11 sp Room #23 Room Features Part of the east wall has collapsed into the room, and the floor is covered in square tiles, alternating white and black Monster Ogre Battering Ram (cr 4, motm 200, mtf 220) and 1 x Ogre (cr 2, mm 237); deadly, 1550 xp Treasure: 2100 cp, 1200 sp, 120 gp, a linen merchant's cap trimmed with squirrel fur (25 gp), a marble coffer inlaid with silver (25 gp), a pewter tankard engraved with dwarven axeheads (25 gp), a rosewood rod engraved with floral vines (25 gp), a scroll of calligraphy (25 gp), an agate salt cellar engraved with a labyrinth (25 gp), Boots of Elvenkind (uncommon, dmg 155), Boots of Striding and Springing (uncommon, dmg 156), Gloves of Thievery (uncommon, dmg 172), Ring of Jumping (uncommon, dmg 191) Room #24 Room Features Ghostly music fills the room, and a charred wooden shield lies in the west side of the room Room #25 Room Features A group of monstrous faces have been carved into the east wall, and the ceiling is covered with cracks Monster 2 x Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm 238); medium, 400 xp Treasure: 11 gp; 5 pp; 13 ep Trap Ice Dart Trap: DC 15 to find, DC 15 to disable; +8 to hit against one target, 2d10 cold damage Room #26 Monster Ettin (cr 4, mm 132); easy, 1100 xp Treasure: 18 cp Room #27 Room Features The floor is covered in square tiles, alternating white and black, and someone has scrawled a drawing of a door on the south wall Monster 4 x Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm 238); hard, 600 xp Treasure: 1800 cp, 1200 sp, 40 gp, a bone medallion engraved with draconic scales (25 gp), a cloth coat trimmed with fur (25 gp), a fine leather mantle trimmed with rabbit fur (25 gp), a fine leather merchant's cap trimmed with fox fur (25 gp), a necklace of malachite (25 gp), Spell Scroll (Purify Food and Drink) (common, dmg 200), Driftglobe (uncommon, dmg 166), Potion of Climbing (common, dmg 187), Potion of Healing (common, dmg 187) Room #28 Monster 4 x Goblin (cr 1/4, mm 166); easy, 200 xp Treasure: 4 pp; 12 cp; 19 cp; 18 cp Room #29 Room Features The room has a high domed ceiling, and someone has scrawled "Boda died here" on the north wall Trap Electrified Floortile: DC 15 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 15 save or take 2d10 lightning damage Room #30 Monster Wight (cr 3, mm 300) and 2 x Zombie (cr 1/4, mm 316); deadly, 800 xp Treasure: 9 gp; 12 ep; 8 gp
answer:# Room #1: The Mosaic Trap **Player Info:** The room's floor is a beautiful but chilling tile mosaic depicting various legendary monsters. A diagram scrawled on the east wall hints at hidden mechanisms, possibly a trap. **DM Info:** An Illusionist and a Guard lurk, planning to use the poison gas trap (DC 15 to find/disarm) to weaken intruders. Treasure includes 5 pp and 18 sp amidst the danger. # Room #2: The Ticking Boots **Player Info:** A faint clicking noise echoes near the east wall. A pair of seemingly ordinary boots rests in the north side of the room, holding a secret. # Room #3: Bandit's Teleporting Hideout **Player Info:** The air is tense, charged with the presence of the Bandit Captain and his crew. A mysteriously locked chest beckons from the shadows. **DM Info:** The chest hides a teleporter crystal (DC 15 to find/disarm) and lavish treasures, including enchanted scrolls and potions. # Room #4: Shrine of Conflict **Player Info:** An idol stands ominously in the room, radiating a harsh energy towards those not aligned with its law. **DM Info:** The Orc Eye of Gruumsh and his orc followers guard this place fiercely. The idol (DC 15 to find/disarm) punishes the chaotic. # Room #5: The Hangman’s Chamber **Player Info:** Skeletons in chains adorn the walls, surrounded by shards of glass, a grim reminder of past tortures. # Room #6: Ettin’s Lair **Player Info:** The room's air is thick, heavy with the presence of an Ettin. The beast's treasures are as meager as its conversation. # Room #7: The Cult’s Sanctuary **Player Info:** Whispers of dark rites linger as a Cult Fanatic and Thugs lurk, waiting for unwelcome guests. **DM Info:** Their treasures are modest, hidden amongst their sacrilegious artefacts. # Room #8: Chest of the Four Jewels **Player Info:** A simple wooden chest holds a fortune in jewels and a medallion that reads minds, guarded by mundane locks. # Room #9: The Magic Missile Chest **Player Info:** A chest protected by a magic missile trap promises riches and a cloak that shimmers like the night sky. **DM Info:** The trap is lethal if not carefully disarmed, hiding spell scrolls and a small fortune. # Room #10: Mind the Gap **Player Info:** Warning engravings suggest danger, while corroded keys hint at unopened locks or deactivated traps nearby. # Room #11: Dinain's Last Stand **Player Info:** A haunting message speaks of Dinain's fate, while an inexplicable breeze suggests unseen exits or entries. # Room #12: The Demonic Armory **Player Info:** War masks and a broken hammer speak of battles past, perhaps too eagerly left behind by their former owners. **DM Info:** Orog guardians protect valuable treasures and possibly the stories of those battles. # Room #13: Balcony of Myths **Player Info:** Ascending stairs lead to a balcony adorned with ancient myths painted above, a breathtaking sight that hides the danger below. **DM Info:** Cultists perform deadly rituals beneath the myths, guarding rare treasures with fanatical fervor. # Room #14: Dragon's Alcove **Player Info:** Alcoves carved with an incomplete dragon suggest a puzzle or a secret, watched over by an Ettin relishing in the room's mystery. # Room #15: The Merchant’s Chest **Player Info:** Luxuries fit for a merchant prince lie hidden, secured by clever locks that challenge those seeking their wonders. # Room #16: The Howling Fireplace **Player Info:** A mundane fireplace contradicts the eerie howling, suggesting hidden passages or unseen forces at work. **DM Info:** An Orc War Chief makes this room his war council chamber, plotting raids and hoarding spoils. # Room #17: The Flailing Chains **Player Info:** Invisible dangers lash out, hidden amidst mundane treasure, challenging those who dare to reach for it. **DM Info:** A hidden chest contains jewels guarded by an acid spray trap, punishing the unwary. # Room #18: The Sulphur Stone **Player Info:** A pungent smell fills the room, emanating from a mysterious stone cube that holds secrets or dangers untold. # Room #19: The Iron Pit **Player Info:** An iron-barred pit centers the room, a simple obstacle or perhaps a cleverly disguised trap. **DM Info:** Goblins and wolves make their lair around the pit, quick to ambush intruders lured by their hidden treasures. # Room #20: The Slime-Covered Menhir **Player Info:** Slime drips down the walls, pooling around a stone cube that seems out of place in this organic decay. # Room #21: The Golden Wayfarer’s Claim **Player Info:** Dwarvish runes tell tales of past looting, while a rusted breastplate suggests a battle once fought and lost. **DM Info:** Bugbears and a Half-ogre protect the last of the looted treasures, ready to add to their stash. # Room #22: The Screaming Hall **Player Info:** Torn tapestries and manacled skeletons create a tapestry of horror, as if the walls themselves scream in agony. **DM Info:** Orcs make this chamber a place of torment, hiding their spoils among the chains. # Room #23: The Collapsed Haven **Player Info:** Rubble from a collapsed wall and a checkered floor suggest a once grand chamber, now a lair for beasts too eager for violence. **DM Info:** An Ogre Battering Ram and companions guard treasures rich enough to rebuild empires, if one can survive their wrath. # Room #24: The Phantom's Reprieve **Player Info:** Eerie music flows like a sorrowful whisper, accompanying a charred shield that tells of a defender long fallen. # Room #25: Gaze of the Monstrous **Player Info:** Stone faces leer from the walls, cracks in the ceiling threatening to bring everything crashing down. **DM Info:** Orcs and a Half-ogre stalk the room, an ice dart trap ready to defend their ill-gotten gains. # Room #26: The Ettin’s Second Claim **Player Info:** The room bears the marks of giant occupancy, an Ettin lounging amidst trinkets and coins too small for its massive fingers. # Room #27: The Chessboard Floor **Player Info:** The room plays host to a life-sized chessboard floor, a scrawled door hinting at games of intellect or magic long past. **DM Info:** Orcs and a Half-ogre play their own brutal games here, amidst treasures won and lost. # Room #28: Goblin’s Mischief **Player Info:** This chamber has seen better days, now home to goblins ready to defend their small horde of coins and trinkets. # Room #29: Boda’s Dome **Player Info:** A high ceiling crowns the room, a somber note etched into the wall commemorating Boda, whoever they were. **DM Info:** An electrified floor tile presents a shocking challenge for those seeking the room’s secrets. # Room #30: The Wight’s Domain **Player Info:** Darkness clings to the corners of this room, a wight and its zombie guardians looming as a fatal welcoming committee. **DM Info:** Their treasure, though modest, stands as a grim reminder of their undying vigil and the fates of those who dare intrude.
question:function hcyl(bottom, height, radius, id) { let radsq = radius * radius let innerRadsq = (radius - 1.2) * (radius - 1.2) height += bottom for (let x = -radius; x <= radius; x++) { for (let y = bottom; y < height; y++) { for (let z = -radius; z <= radius; z++) { let d = x * x + z * z if (d < radsq && d >= innerRadsq) { world.setBlock(p2.x + x, p2.y + y, p2.z + z, id) } } } } } function cyl(bottom, height, radius, id) { let radsq = radius * radius height += bottom for (let x = -radius; x <= radius; x++) { for (let y = bottom; y < height; y++) { for (let z = -radius; z <= radius; z++) { let d = x * x + z * z if (d < radsq) { world.setBlock(p2.x + x, p2.y + y, p2.z + z, id) } } } } } function cube(bottom, height, radius, id) { let radsq = radius * radius height += bottom for (let x = -radius; x <= radius; x++) { for (let y = bottom; y < height; y++) { for (let z = -radius; z <= radius; z++) { let d = x + z if (d < radsq) { world.setBlock(p2.x + x, p2.y + y, p2.z + z, id) } } } } } function sphereoid(w, h, d, id) { let w2 = w * w let h2 = h * h let d2 = d * d let w3 = (w - 1.5) * (w - 1.5) let h3 = (h - 1.5) * (h - 1.5) let d3 = (d - 1.5) * (d - 1.5) for (let y = -h; y < h; y++) { for (let x = -w; x <= w; x++) { for (let z = -d; z <= d; z++) { let n = x * x / w2 + y * y / h2 + z * z / d2 let n2 = x * x / w3 + y * y / h3 + z * z / d3 if (n < 1 && n2 >= 1) { world.setBlock(p2.x + x, p2.y + y, p2.z + z, id) } } } } } function sleep(ms) { return new Promise(resolve => setTimeout(() => resolve(), ms)) } async function asphereoid(w, h, d, id) { let px = p2.x let py = p2.y let pz = p2.z let w2 = w * w let h2 = h * h let d2 = d * d let w3 = (w - 1.5) * (w - 1.5) let h3 = (h - 1.5) * (h - 1.5) let d3 = (d - 1.5) * (d - 1.5) for (let y = -h; y < h; y++) { for (let x = -w; x <= w; x++) { for (let z = -d; z <= d; z++) { let n = x * x / w2 + y * y / h2 + z * z / d2 let n2 = x * x / w3 + y * y / h3 + z * z / d3 if (n < 1 && n2 >= 1) { world.setBlock(px + x, py + y, pz + z, id) await sleep(10) } } } } } function line(x1, y1, z1, x2, y2, z2, id) { let dx = Math.abs(x2 - x1); let dy = Math.abs(y2 - y1); let dz = Math.abs(z2 - z1); let sx = (x1 < x2) ? 1 : -1; let sy = (y1 < y2) ? 1 : -1; let sz = (z1 < z2) ? 1 : -1; let err1 = dx - dy; let err2 = dx - dz; let err3 = dy - dz; while (true) { world.setBlock(x1, y1, z1, id); if (x1 === x2 && y1 === y2 && z1 === z2) break; let e2 = 2 * err1; let e3 = 2 * err2; let e4 = 2 * err3; if (e2 > -dy) { err1 -= dy; err2 -= dz; x1 += sx; } if (e2 < dx) { err1 += dx; err3 -= dz; y1 += sy; } if (e3 > -dz) { err2 += dy; err3 += dx; z1 += sz; } } } function cloneBlock(sx, sy, sz, dx, dy, dz, w, h, l) { for (let x = 0; x < w; x++) { for (let y = 0; y < h; y++) { for (let z = 0; z < l; z++) { let block = world.getBlock(sx + x, sy + y, sz + z); world.setBlock(dx + x, dy + y, dz + z, block); } } } } function duplicateBlock(sx, sy, sz, dx, dy, dz, w, h, l, offsetX, offsetY, offsetZ, num) { for (let i = 0; i < num; i++) { cloneBlock(sx, sy, sz, dx + offsetX * i, dy + offsetY * i, dz + offsetZ * i, w, h, l); } } function rotateBlock(sx, sy, sz, dx, dy, dz, w, h, l, angle) { let rad = angle * (Math.PI / 180); let sin = Math.sin(rad); let cos = Math.cos(rad); for (let x = 0; x < w; x++) { for (let y = 0; y < h; y++) { for (let z = 0; z < l; z++) { let nx = Math.round(x * cos - z * sin); let nz = Math.round(x * sin + z * cos); let block = world.getBlock(sx + x, sy + y, sz + z); world.setBlock(dx + nx, dy + y, dz + nz, block); } } } } function fillBlock(sx, sy, sz, dx, dy, dz, id) { let w = Math.abs(dx - sx) + 1; let h = Math.abs(dy - sy) + 1; let l = Math.abs(dz - sz) + 1; let startX = Math.min(sx, dx); let startY = Math.min(sy, dy); let startZ = Math.min(sz, dz); for (let x = 0; x < w; x++) { for (let y = 0; y < h; y++) { for (let z = 0; z < l; z++) { world.setBlock(startX + x, startY + y, startZ + z, id); } } } } function moveBlock(sx, sy, sz, dx, dy, dz, w, h, l) { cloneBlock(sx, sy, sz, dx, dy, dz, w, h, l); fillBlock(sx, sy, sz, sx + w - 1, sy + h - 1, sz + l - 1, 0); } function paintBlock(sx, sy, sz, dx, dy, dz, w, h, l, colorId) { cloneBlock(sx, sy, sz, dx, dy, dz, w, h, l); for (let x = 0; x < w; x++) { for (let y = 0; y < h; y++) { for (let z = 0; z < l; z++) { world.setBlock(dx + x, dy + y, dz + z, colorId); } } } } function replaceBlock(sx, sy, sz, dx, dy, dz, id, newId) { let w = Math.abs(dx - sx) + 1; let h = Math.abs(dy - sy) + 1; let l = Math.abs(dz - sz) + 1; let startX = Math.min(sx, dx); let startY = Math.min(sy, dy); let startZ = Math.min(sz, dz); for (let x = 0; x < w; x++) { for (let y = 0; y < h; y++) { for (let z = 0; z < l; z++) { if (world.getBlock(startX + x, startY + y, startZ + z) === id) { world.setBlock(startX + x, startY + y, startZ + z, newId); } } } } } function getPos() {
answer:let position = { x: player.getX(), y: player.getY(), z: player.getZ() }; return position; }