The Sunken Crypt, explained · celworld

The Sunken Crypt

.scene · 295 lines · laying out · 34 models · 16 groups · 7 views · seed 13

The Sunken Crypt starts from the dungeon template at dark, names 34 things to use (31 from the library, 3 built-in), lays them out in 129 lines, gives 22 groups something to do in 23 life lines and frames 7 views.

cryptgraveyardribcagethronehoardossuarychasegrave_wgrave_egraveyardlawn_wlawn_ehoard_floorslime_floorgrotto_floorlanepatrol_loopbat_loopferry_looprun_boulderrun_thiefparty_aparty_bparty_c−z
L1

The Sunken Crypt

scene
1scene sunken_crypt "The Sunken Crypt" template=dungeon seed=13 size=30 mood=dark

The scene line. It starts from the dungeon template, a dark square stone plate for rooms and halls, lit only by light lines. The ground runs 30 m from the centre to the edge, lit for dark. Seed 13 drives every random choice below: the same seed lays everything out the same way, every time.

template
dungeon
ground radius
30 m
seed
13
mood
dark
L10

Dragon rib arch

use
10use rib = dragon_rib seeds=1..3

rib is Dragon rib arch, the library model dragon_rib (its latest version). Each one placed draws one of 3 seeds, so neighbours are different variants.

seeds
1–3
L11

Dragon skull

use
11use skull = dragon_skull

skull is Dragon skull, the library model dragon_skull (its latest version).

L12

Dragon tail vertebra

use
12use vert = tail_vertebra seeds=1..3

vert is Dragon tail vertebra, the library model tail_vertebra (its latest version). Each one placed draws one of 3 seeds, so neighbours are different variants.

seeds
1–3
L13

Tombstone

use
13use tomb = tombstone seeds=1..16

tomb is Tombstone, the library model tombstone (its latest version). Each one placed draws one of 16 seeds, so neighbours are different variants.

seeds
1–16
L14

Crypt ghost

use
14use ghost = crypt_ghost seeds=1..6

ghost is Crypt ghost, the library model crypt_ghost (its latest version). Each one placed draws one of 6 seeds, so neighbours are different variants.

seeds
1–6
L15

crook

use
15use crook = prop/lamp:crook

crook is the built-in prop generator lamp, form crook.

L16

Claw brazier

use
16use brazier = claw_brazier seeds=1..4

brazier is Claw brazier, the library model claw_brazier (its latest version). Each one placed draws one of 4 seeds, so neighbours are different variants.

seeds
1–4
L17

Bone-hand torch

use
17use sconce = bone_sconce seeds=1..8

sconce is Bone-hand torch, the library model bone_sconce (its latest version). Each one placed draws one of 8 seeds, so neighbours are different variants.

seeds
1–8
L18

Skeleton guard

use
18use guard = skeleton_guard seeds=1..8

guard is Skeleton guard, the library model skeleton_guard (its latest version). Each one placed draws one of 8 seeds, so neighbours are different variants.

seeds
1–8
L19

Pendulum blade

use
19use blade = pendulum_blade seeds=1..2

blade is Pendulum blade, the library model pendulum_blade (its latest version). Each one placed draws one of 2 seeds, so neighbours are different variants.

seeds
1–2
L20

Spike trap

use
20use spikes = spike_trap seeds=1..3

spikes is Spike trap, the library model spike_trap (its latest version). Each one placed draws one of 3 seeds, so neighbours are different variants.

seeds
1–3
L21

Cinderbat

use
21use bat = cinderbat seeds=1..4

bat is Cinderbat, the library model cinderbat (its latest version). Each one placed draws one of 4 seeds, so neighbours are different variants.

seeds
1–4
L22

Portcullis

use
22use gate = portcullis

gate is Portcullis, the library model portcullis (its latest version).

L23

Bone throne

use
23use throne = bone_throne seed=2

throne is Bone throne, the library model bone_throne (its latest version). It is grown from seed 2.

L24

Goblin king

use
24use king = goblin_king seed=3

king is Goblin king, the library model goblin_king (its latest version). It is grown from seed 3.

L25

Goblin grunt

use
25use grunt = goblin_grunt seeds=1..3

grunt is Goblin grunt, the library model goblin_grunt (its latest version). Each one placed draws one of 3 seeds, so neighbours are different variants.

seeds
1–3
L26

Sarcophagus

use
26use sarc = sarcophagus seeds=1..6

sarc is Sarcophagus, the library model sarcophagus (its latest version). Each one placed draws one of 6 seeds, so neighbours are different variants.

seeds
1–6
L27

Catacomb shelf

use
27use shelf = skull_shelf seeds=3..6

shelf is Catacomb shelf, the library model skull_shelf (its latest version). Each one placed draws one of 4 seeds, so neighbours are different variants.

seeds
3–6
L28

Treasure chest

use
28use chest = treasure_chest seeds=1..4

chest is Treasure chest, the library model treasure_chest (its latest version). Each one placed draws one of 4 seeds, so neighbours are different variants.

seeds
1–4
L29

Gold hoard pile

use
29use gold = gold_pile seeds=1..6

gold is Gold hoard pile, the library model gold_pile (its latest version). Each one placed draws one of 6 seeds, so neighbours are different variants.

seeds
1–6
L30

Mimic

use
30use mimic = mimic_chest seeds=1..2

mimic is Mimic, the library model mimic_chest (its latest version). Each one placed draws one of 2 seeds, so neighbours are different variants.

seeds
1–2
L31

Hoard hatchling

use
31use hatch = hoard_dragon seed=1

hatch is Hoard hatchling, the library model hoard_dragon (its latest version).

L32

Goblin grunt

use
32use looter = goblin_grunt seed=5

looter is Goblin grunt, the library model goblin_grunt (its latest version). It is grown from seed 5.

L33

Goblin grunt

use
33use thief = goblin_grunt seed=4

thief is Goblin grunt, the library model goblin_grunt (its latest version). It is grown from seed 4.

L34

Rolling boulder

use
34use boulder = rolling_boulder seed=1

boulder is Rolling boulder, the library model rolling_boulder (its latest version).

L35

Dragonheart altar

use
35use altar = crystal_altar seed=1

altar is Dragonheart altar, the library model crystal_altar (its latest version).

L36

Bone ferry

use
36use ferry = bone_ferry seed=1

ferry is Bone ferry, the library model bone_ferry (its latest version).

L37

Lantern moth

use
37use moth = lantern_moth seeds=1..3

moth is Lantern moth, the library model lantern_moth (its latest version). Each one placed draws one of 3 seeds, so neighbours are different variants.

seeds
1–3
L38

Dungeon slime

use
38use slime = dungeon_slime seeds=1..6

slime is Dungeon slime, the library model dungeon_slime (its latest version). Each one placed draws one of 6 seeds, so neighbours are different variants.

seeds
1–6
L39

Cave spider

use
39use spider = cave_spider seeds=1..5

spider is Cave spider, the library model cave_spider (its latest version). Each one placed draws one of 5 seeds, so neighbours are different variants.

seeds
1–5
L40

Stalagmite cluster

use
40use mite = stalagmite seeds=1..6

mite is Stalagmite cluster, the library model stalagmite (its latest version). Each one placed draws one of 6 seeds, so neighbours are different variants.

seeds
1–6
L41

Glow mushrooms

use
41use shroom = glow_mushrooms seeds=1..5

shroom is Glow mushrooms, the library model glow_mushrooms (its latest version). Each one placed draws one of 5 seeds, so neighbours are different variants.

seeds
1–5
L42

crate

use
42use crate = prop/cargo:barrel seeds=1..3

crate is the built-in prop generator cargo, form barrel. Each one placed draws one of 3 seeds, so neighbours are different variants.

seeds
1–3
L43

hero

use
43use hero = person/athletic seeds=11..13

hero is the built-in person generator, the athletic body type. Each one placed draws one of 3 seeds, so neighbours are different variants.

seeds
11–13
L46

Room vestibule

room
46room vestibule rect -6 15 8 22

A walled room, vestibule, 14 × 7 m from (−6, 15) to (8, 22) on level 0. Rooms that touch share a wall.

the plan: the spine runs along x = 0 from the graveyard (z +29) to the skull (z -29)

L47

Hall tail

hall
47hall tail 0 13 0 10 width=4

A walled hall, tail, 4 m wide through 2 points on level 0.

L48

Room rib_hall

room
48room rib_hall rect -10 -10 10 8 height=4.2

A walled room, rib_hall, 20 × 18 m from (−10, −10) to (10, 8) on level 0. Rooms that touch share a wall.

L49

Hall neck

hall
49hall neck 0 -11.6 0 -11.8 width=3.2

A walled hall, neck, 3.2 m wide through 2 points on level 0.

L50

Room throne_room

room
50room throne_room rect -11 -29.4 11 -13.4 floor=carpet floorc=tomato,marigold wall=brick wallc=redwood,walnut height=4.5

A walled room, throne_room, 22 × 16 m from (−11, −29.4) to (11, −13.4) on level 0, with a carpet floor and brick walls. Rooms that touch share a wall.

L51

Room vault

room
51room vault rect -28 8 -6 22 floor=checker floorc=greystone,granite wall=brick wallc=grape,plum

A walled room, vault, 22 × 14 m from (−28, 8) to (−6, 22) on level 0, with a checker floor and brick walls. Rooms that touch share a wall.

L52

Room ossuary

room
52room ossuary rect -28 -10 -10 8 floor=plain floorc=water,water wall=stone wallc=moss,greystone

A walled room, ossuary, 18 × 18 m from (−28, −10) to (−10, 8) on level 0, with a plain floor and stone walls. Rooms that touch share a wall.

L53

Room hoard

room
53room hoard rect 10 -10 28 8 floor=tiles floorc=honey,brass wall=stone wallc=sandstone,warmstone

A walled room, hoard, 18 × 18 m from (10, −10) to (28, 8) on level 0, with a tiles floor and stone walls. Rooms that touch share a wall.

L54

Room slime_pit

room
54room slime_pit rect -28 -29.4 -11 -10 floor=plain floorc=lime,moss wall=stone wallc=moss,hedge

A walled room, slime_pit, 17 × 19.4 m from (−28, −29.4) to (−11, −10) on level 0, with a plain floor and stone walls. Rooms that touch share a wall.

L55

Room grotto

room
55room grotto rect 11 -29.4 28 -10 floor=flagstone floorc=rockCool,granite wall=stone wallc=grape,plum

A walled room, grotto, 17 × 19.4 m from (11, −29.4) to (28, −10) on level 0, with a flagstone floor and stone walls. Rooms that touch share a wall.

L56

Hall boulder_run

hall
56hall boulder_run 9.25 10.25 25.75 10.25 25.75 20.75 9.25 20.75 9.25 10.25 width=2.5

A walled hall, boulder_run, 2.5 m wide through 5 points on level 0.

L57

Room shrine

room
57room shrine rect 10.5 11.5 24.5 19.5 floor=checker floorc=navy,cobalt wall=stone wallc=navy,cobalt

A walled room, shrine, 14 × 8 m from (10.5, 11.5) to (24.5, 19.5) on level 0, with a checker floor and stone walls. Rooms that touch share a wall.

L59

A door

door
59door 0 22 width=2.2

Cuts a 2.2 m door into the wall at (0, 22), 2.2 m high.

L60

A door

door
60door -6 18.5

Cuts a 1.1 m door into the wall at (−6, 18.5), 2.2 m high.

L61

A door

door
61door 8 18.5

Cuts a 1.1 m door into the wall at (8, 18.5), 2.2 m high.

L62

A door

door
62door 17.5 19.5 width=1.6

Cuts a 1.6 m door into the wall at (17.5, 19.5), 2.2 m high.

L63

A door

door
63door -19 8

Cuts a 1.1 m door into the wall at (−19, 8), 2.2 m high.

L64

A door

door
64door -10 -1 width=2

Cuts a 2 m door into the wall at (−10, −1), 2.2 m high.

L65

A door

door
65door 10 -1 width=2

Cuts a 2 m door into the wall at (10, −1), 2.2 m high.

L66

A door

door
66door -19 -10

Cuts a 1.1 m door into the wall at (−19, −10), 2.2 m high.

L67

A door

door
67door 19 -10

Cuts a 1.1 m door into the wall at (19, −10), 2.2 m high.

L70

grave_w

area
70area grave_w rect -27 23.2 -3 29.3

Marks out a rectangle from (−27, 23.2) to (−3, 29.3), 24 × 6.1 m, named grave_w. An area places nothing by itself: ground, scatter and wander lines use it (1 line: 80).

the graveyard outside, where the party comes in under the tail

shape
rect
L71

grave_e

area
71area grave_e rect 3 23.2 27 29.3

Marks out a rectangle from (3, 23.2) to (27, 29.3), 24 × 6.1 m, named grave_e. An area places nothing by itself: ground, scatter and wander lines use it (1 line: 81).

shape
rect
L72

graveyard

area
72area graveyard rect -27 23 27 29.5

Marks out a rectangle from (−27, 23) to (27, 29.5), 54 × 6.5 m, named graveyard. An area places nothing by itself: ground, scatter and wander lines use it (1 line: 250).

shape
rect
L73

lane

path
73path lane 0 29.5 0 22.4 width=2.2 dirt

Draws a path named lane through 2 points, 2.2 m wide, with packed dirt. Layout keeps solid things off it.

length
7.1 m
width
2.2 m
L74

lawn_w

area
74area lawn_w rect -29.6 22.3 -1.1 29.8

Marks out a rectangle from (−29.6, 22.3) to (−1.1, 29.8), 28.5 × 7.5 m, named lawn_w. An area places nothing by itself: ground, scatter and wander lines use it (1 line: 76).

shape
rect
L75

lawn_e

area
75area lawn_e rect 1.1 22.3 29.6 29.8

Marks out a rectangle from (1.1, 22.3) to (29.6, 29.8), 28.5 × 7.5 m, named lawn_e. An area places nothing by itself: ground, scatter and wander lines use it (1 line: 77).

shape
rect
L76

lawn_w: grass

ground
76ground lawn_w grass

Covers the area lawn_w in grass. Every look draws the surface with its own texture.

L77

lawn_e: grass

ground
77ground lawn_e grass

Covers the area lawn_e in grass. Every look draws the surface with its own texture.

L78–79

2 × vert

place
78place vert at -7 26.4 face 80 lift=0.4 seed=2
79place vert at 8.5 25.6 face 105 lift=0.4 seed=3

Puts a vert at each of 2 spots: (−7, 26.4) and (8.5, 25.6). 2 lines in a row that do the same thing read as one card here.

L80

Scatter tomb

scatter
80scatter tomb in grave_w count=10 spacing=0.9

Scatters 10 tomb at random over the area grave_w, at least 0.9 m apart, each turned at random. The scene seed and this line's own text pick the spots, so editing another line moves none of them.

L81

Scatter tomb

scatter
81scatter tomb in grave_e count=10 spacing=0.9

Scatters 10 tomb at random over the area grave_e, at least 0.9 m apart, each turned at random. The scene seed and this line's own text pick the spots, so editing another line moves none of them.

L82–83

2 × crook

place
82place crook at -1.9 27.6 face 90
83place crook at 1.9 24.2 face 270

Puts a crook at each of 2 spots: (−1.9, 27.6) and (1.9, 24.2). 2 lines in a row that do the same thing read as one card here.

L84–87

4 × ghost

place
84place ghost at -12 26 lift=0.6 as ghosts
85place ghost at 9 27 lift=0.7 as ghosts
86place ghost at 18 25 lift=0.5 as ghosts
and 1 more line like it

Puts a ghost at each of 4 spots: (−12, 26), (9, 27), (18, 25) and (−20, 27.5), all in the group ghosts. 4 lines in a row that do the same thing read as one card here.

group
ghosts
L88–89

2 × brazier

place
88place brazier at -1.9 23 face 0
89place brazier at 1.9 22.9 face 0

Puts a brazier at each of 2 spots: (−1.9, 23) and (1.9, 22.9). 2 lines in a row that do the same thing read as one card here.

L92–93

2 × brazier

place
92place brazier at -3.6 20.6 face 135
93place brazier at 3.6 20.6 face 225

Puts a brazier at each of 2 spots: (−3.6, 20.6) and (3.6, 20.6). 2 lines in a row that do the same thing read as one card here.

the vestibule

L94–95

2 × guard

place
94place guard at -1.8 16.6 face 0 as door_guards
95place guard at 1.8 16.6 face 0 as door_guards

Puts a guard at each of 2 spots: (−1.8, 16.6) and (1.8, 16.6), all in the group door_guards. 2 lines in a row that do the same thing read as one card here.

group
door_guards
L96

Against vestibule

against
96against vestibule sconce side=s from=1 to=5 count=2 lift=1.5

Stands 2 sconce against the south (+z) wall of the room vestibule, 0.05 m off it, skipping doors and windows, raised 1.5 m.

L97

Against vestibule

against
97against vestibule sconce side=s from=9 to=13 count=2 lift=1.5

Stands 2 sconce against the south (+z) wall of the room vestibule, 0.05 m off it, skipping doors and windows, raised 1.5 m.

L98

Against vestibule

against
98against vestibule shelf side=n from=0.4 to=4.4 count=1

Stands 1 shelf against the north (−z) wall of the room vestibule, 0.05 m off it, skipping doors and windows.

L99

Against vestibule

against
99against vestibule shelf side=n from=10 to=13.6 count=1

Stands 1 shelf against the north (−z) wall of the room vestibule, 0.05 m off it, skipping doors and windows.

L100–101

2 × crate

place
100place crate at 7 21 face 20
101place crate at 6.2 21.2 face 80

Puts a crate at each of 2 spots: (7, 21) and (6.2, 21.2). 2 lines in a row that do the same thing read as one card here.

L104–106

3 × vert

place
104place vert at 0 9.6 face 0 lift=0.4 seed=2
105place vert at 0 11.8 face 0 lift=0.4 seed=3
106place vert at 0 14 face 0 lift=0.4 seed=1

Puts a vert at each of 3 spots: (0, 9.6), (0, 11.8) and (0, 14). 3 lines in a row that do the same thing read as one card here.

the tail corridor: vertebrae overhead, a pendulum and spike traps underfoot

L107

Place the blade

place
107place blade at 0 12.9 face 0

Puts one blade at (0, 12.9), facing 0° (toward +z).

L108–109

2 × spikes

place
108place spikes at 0 10.7 face 0
109place spikes at 0 8.6 face 0

Puts a spikes at each of 2 spots: (0, 10.7) and (0, 8.6). 2 lines in a row that do the same thing read as one card here.

L112–116

5 × rib

place
112place rib at 0 6.2 face 0 lift=0.4
113place rib at 0 2.8 face 0 lift=0.4
114place rib at 0 -0.6 face 0 lift=0.4
and 2 more lines like it

Puts a rib at each of 5 spots: (0, 6.2), (0, 2.8), (0, −0.6), (0, −4) and (0, −7.4). 5 lines in a row that do the same thing read as one card here.

the Ribcage Hall

L117–120

4 × brazier

place
117place brazier at -7.2 4.5 face 90
118place brazier at 7.2 4.5 face 270
119place brazier at -7.2 -5.6 face 90
and 1 more line like it

Puts a brazier at each of 4 spots: (−7.2, 4.5), (7.2, 4.5), (−7.2, −5.6) and (7.2, −5.6). 4 lines in a row that do the same thing read as one card here.

L121

patrol_loop

path
121path patrol_loop -7.6 6.6 7.6 6.6 7.6 -8.8 -7.6 -8.8 loop width=1 none

Draws a path named patrol_loop through 4 points, closed into a loop, 1 m wide, with no surface of its own (a guide for along and follow lines, invisible in the scene). Layout keeps solid things off it. Used on 1 line: 251.

length
61.2 m
width
1 m
L122

bat_loop

path
122path bat_loop -5.5 4.5 5.5 4.5 5.5 -6 -5.5 -6 loop width=1 none

Draws a path named bat_loop through 4 points, closed into a loop, 1 m wide, with no surface of its own (a guide for along and follow lines, invisible in the scene). Layout keeps solid things off it. Used on 1 line: 253.

length
43 m
width
1 m
L123–128

6 × sconce

place
123place sconce at -9.55 4.5 face 90 lift=1.6
124place sconce at -9.55 1.1 face 90 lift=1.6
125place sconce at -9.55 -5.7 face 90 lift=1.6
and 3 more lines like it

Puts a sconce at each of 6 spots: (−9.55, 4.5), (−9.55, 1.1), (−9.55, −5.7), (9.55, 4.5), (9.55, 1.1) and (9.55, −5.7). 6 lines in a row that do the same thing read as one card here.

L129–132

4 × guard

place
129place guard at -5 1 face 90 as patrol
130place guard at 5 -2 face 270 as patrol
131place guard at -4 -8 face 0 as patrol
and 1 more line like it

Puts a guard at each of 4 spots: (−5, 1), (5, −2), (−4, −8) and (4.5, 5.5), all in the group patrol. 4 lines in a row that do the same thing read as one card here.

group
patrol
L133–135

3 × bat

place
133place bat at -3 2 lift=3 as bats
134place bat at 3 -3 lift=3.3 as bats
135place bat at 0 -6 lift=2.8 as bats

Puts a bat at each of 3 spots: (−3, 2), (3, −3) and (0, −6), all in the group bats. 3 lines in a row that do the same thing read as one card here.

group
bats
L138

Place the gate

place
138place gate at 0 -12.1 face 0

Puts one gate at (0, −12.1), facing 0° (toward +z).

the neck: a portcullis and two spear grunts

L139–140

2 × grunt

place
139place grunt at -1.05 -10.7 face 0 seed=1 as gate_grunts
140place grunt at 1.05 -10.7 face 0 seed=3 as gate_grunts

Puts a grunt at each of 2 spots: (−1.05, −10.7) and (1.05, −10.7), all in the group gate_grunts. 2 lines in a row that do the same thing read as one card here.

group
gate_grunts
L143

Place the skull

place
143place skull at 0 -21.6 face 0 lift=0.5

Puts one skull at (0, −21.6), facing 0° (toward +z), raised 0.5 m.

the throne room: the skull, the throne in its jaw, the king

L144

Place the throne

place
144place throne at 0 -17.8 face 0

Puts one throne at (0, −17.8), facing 0° (toward +z).

L145

Place the king

place
145place king at 0 -15.6 face 0

Puts one king at (0, −15.6), facing 0° (toward +z).

L146–149

4 × brazier

place
146place brazier at -9 -15.2 face 45
147place brazier at 9 -15.2 face 315
148place brazier at -9 -27.6 face 45
and 1 more line like it

Puts a brazier at each of 4 spots: (−9, −15.2), (9, −15.2), (−9, −27.6) and (9, −27.6). 4 lines in a row that do the same thing read as one card here.

L150–152

3 × gold

place
150place gold at -8.6 -21 face 30
151place gold at 8.4 -21.5 face 300
152place gold at 8.8 -18.6 face 200

Puts a gold at each of 3 spots: (−8.6, −21), (8.4, −21.5) and (8.8, −18.6). 3 lines in a row that do the same thing read as one card here.

L153

Place the chest

place
153place chest at -8.8 -18.4 face 90

Puts one chest at (−8.8, −18.4), facing 90° (toward +x).

L154–155

2 × guard

place
154place guard at -5.6 -14.6 face 0 as throne_guards
155place guard at 5.6 -14.6 face 0 as throne_guards

Puts a guard at each of 2 spots: (−5.6, −14.6) and (5.6, −14.6), all in the group throne_guards. 2 lines in a row that do the same thing read as one card here.

group
throne_guards
L156–157

2 × grunt

place
156place grunt at -8 -24.5 face 60 seed=2 as torchers
157place grunt at 8 -24.5 face 300 seed=2 as torchers

Puts a grunt at each of 2 spots: (−8, −24.5) and (8, −24.5), all in the group torchers. 2 lines in a row that do the same thing read as one card here.

group
torchers
L158–159

2 × crate

place
158place crate at -10 -28.4 face 10
159place crate at 10 -28.4 face 70

Puts a crate at each of 2 spots: (−10, −28.4) and (10, −28.4). 2 lines in a row that do the same thing read as one card here.

L162

A 2 × 2 grid

grid
162grid sarc at -17 15 2x2 gap=1.6 face 0

Lays out sarc in a grid of 2 columns by 2 rows centred on (−17, 15), 1.6 m between them, facing 0° (toward +z).

the vault: sarcophagi that peek, catacomb shelves

L163

Against vault

against
163against vault shelf side=n from=1 to=20 count=5

Stands 5 shelf against the north (−z) wall of the room vault, 0.05 m off it, skipping doors and windows.

L164

Against vault

against
164against vault shelf side=w from=1 to=13 count=3

Stands 3 shelf against the west (−x) wall of the room vault, 0.05 m off it, skipping doors and windows.

L165

Against vault

against
165against vault sconce side=s from=2 to=6 count=1 lift=1.6

Stands 1 sconce against the south (+z) wall of the room vault, 0.05 m off it, skipping doors and windows, raised 1.6 m.

L166

Against vault

against
166against vault sconce side=s from=16 to=20 count=1 lift=1.6

Stands 1 sconce against the south (+z) wall of the room vault, 0.05 m off it, skipping doors and windows, raised 1.6 m.

L167

Place the chest

place
167place chest at -9 20.4 face 180

Puts one chest at (−9, 20.4), facing 180° (toward −z).

L168–169

2 × shroom

place
168place shroom at -26.6 20.6 face 45
169place shroom at -7.4 9.4 face 225

Puts a shroom at each of 2 spots: (−26.6, 20.6) and (−7.4, 9.4). 2 lines in a row that do the same thing read as one card here.

L172

ferry_loop

path
172path ferry_loop -24 -6 -14 -6 -14 4 -24 4 loop width=3 none

Draws a path named ferry_loop through 4 points, closed into a loop, 3 m wide, with no surface of its own (a guide for along and follow lines, invisible in the scene). Layout keeps solid things off it. Used on 1 line: 247.

the drowned ossuary: the ferry loops the black water

length
40 m
width
3 m
L173

Place the ferry

place
173place ferry at -24 -1 face 0

Puts one ferry at (−24, −1), facing 0° (toward +z).

L174

Against ossuary

against
174against ossuary shelf side=w from=1 to=17 count=4

Stands 4 shelf against the west (−x) wall of the room ossuary, 0.05 m off it, skipping doors and windows.

L175

Against ossuary

against
175against ossuary shelf side=n from=2 to=16 count=4

Stands 4 shelf against the north (−z) wall of the room ossuary, 0.05 m off it, skipping doors and windows.

L176–178

3 × mite

place
176place mite at -12 6.4 face 30
177place mite at -26.4 -8.4 face 200
178place mite at -19 -1 face 0

Puts a mite at each of 3 spots: (−12, 6.4), (−26.4, −8.4) and (−19, −1). 3 lines in a row that do the same thing read as one card here.

L179–181

3 × moth

place
179place moth at -22 2 lift=1.8 as moths
180place moth at -15 -4 lift=2.2 as moths
181place moth at -18 6 lift=1.6 as moths

Puts a moth at each of 3 spots: (−22, 2), (−15, −4) and (−18, 6), all in the group moths. 3 lines in a row that do the same thing read as one card here.

group
moths
L184

Place the hatch

place
184place hatch at 19 -1 face 200

Puts one hatch at (19, −1), facing 200° (toward −z).

the hatchling's hoard

L185–190

6 × gold

place
185place gold at 15 -5 face 20
186place gold at 23.5 -6 face 330
187place gold at 24.5 3.5 face 210
and 3 more lines like it

Puts a gold at each of 6 spots: (15, −5), (23.5, −6), (24.5, 3.5), (14, 3.6), (19.6, 4.8) and (26, −1.4). 6 lines in a row that do the same thing read as one card here.

L191–193

3 × chest

place
191place chest at 12.6 -8.4 face 30 as hoard_chests
192place chest at 26.4 -8.6 face 330 as hoard_chests
193place chest at 26.4 6.4 face 220 as hoard_chests

Puts a chest at each of 3 spots: (12.6, −8.4), (26.4, −8.6) and (26.4, 6.4), all in the group hoard_chests. 3 lines in a row that do the same thing read as one card here.

group
hoard_chests
L194–195

2 × mimic

place
194place mimic at 12.4 6.4 face 140 as mimics
195place mimic at 22 -8.6 face 0 as mimics

Puts a mimic at each of 2 spots: (12.4, 6.4) and (22, −8.6), all in the group mimics. 2 lines in a row that do the same thing read as one card here.

group
mimics
L196

Place the brazier

place
196place brazier at 12 -1 face 270

Puts one brazier at (12, −1), facing 270° (toward −x).

L197

Place the looter

place
197place looter at 16 -7 face 30 as sneak

Puts one looter at (16, −7), facing 30° (toward +z +x), in the group sneak.

group
sneak
L198

hoard_floor

area
198area hoard_floor rect 11.5 -9 27 7

Marks out a rectangle from (11.5, −9) to (27, 7), 15.5 × 16 m, named hoard_floor. An area places nothing by itself: ground, scatter and wander lines use it (1 line: 257).

shape
rect
L201

slime_floor

area
201area slime_floor rect -27 -28.4 -12 -11

Marks out a rectangle from (−27, −28.4) to (−12, −11), 15 × 17.4 m, named slime_floor. An area places nothing by itself: ground, scatter and wander lines use it (3 lines: 209, 210, 255).

the slime pit

shape
rect
L202–208

7 × slime

place
202place slime at -24 -14 as slimes
203place slime at -16 -16 as slimes
204place slime at -20 -22 as slimes
and 4 more lines like it

Puts a slime at each of 7 spots: (−24, −14), (−16, −16), (−20, −22), (−14, −26), (−25, −26), (−18, −12.6) and (−22, −18), all in the group slimes. 7 lines in a row that do the same thing read as one card here.

group
slimes
L209

Scatter shroom

scatter
209scatter shroom in slime_floor count=6 spacing=1.6

Scatters 6 shroom at random over the area slime_floor, at least 1.6 m apart, each turned at random. The scene seed and this line's own text pick the spots, so editing another line moves none of them.

L210

Scatter mite

scatter
210scatter mite in slime_floor count=4 spacing=2.4

Scatters 4 mite at random over the area slime_floor, at least 2.4 m apart, each turned at random. The scene seed and this line's own text pick the spots, so editing another line moves none of them.

L213

grotto_floor

area
213area grotto_floor rect 12 -28.4 27 -11

Marks out a rectangle from (12, −28.4) to (27, −11), 15 × 17.4 m, named grotto_floor. An area places nothing by itself: ground, scatter and wander lines use it (3 lines: 219, 220, 256).

the spider grotto

shape
rect
L214–218

5 × spider

place
214place spider at 15 -14 as spiders
215place spider at 22 -16 as spiders
216place spider at 18 -22 as spiders
and 2 more lines like it

Puts a spider at each of 5 spots: (15, −14), (22, −16), (18, −22), (25, −25) and (14, −26), all in the group spiders. 5 lines in a row that do the same thing read as one card here.

group
spiders
L219

Scatter mite

scatter
219scatter mite in grotto_floor count=7 spacing=1.8

Scatters 7 mite at random over the area grotto_floor, at least 1.8 m apart, each turned at random. The scene seed and this line's own text pick the spots, so editing another line moves none of them.

L220

Scatter shroom

scatter
220scatter shroom in grotto_floor count=3 spacing=2

Scatters 3 shroom at random over the area grotto_floor, at least 2 m apart, each turned at random. The scene seed and this line's own text pick the spots, so editing another line moves none of them.

L221

Place the chest

place
221place chest at 26.4 -27.8 face 315 seed=3

Puts one chest at (26.4, −27.8), facing 315° (toward +z −x), every one grown from seed 3.

L224

Place the altar

place
224place altar at 17.5 15.2 face 0

Puts one altar at (17.5, 15.2), facing 0° (toward +z).

the idol shrine and the boulder run around it

L225–226

2 × shroom

place
225place shroom at 11.6 12.6 face 45
226place shroom at 23.4 12.6 face 315

Puts a shroom at each of 2 spots: (11.6, 12.6) and (23.4, 12.6). 2 lines in a row that do the same thing read as one card here.

L227–228

2 × mite

place
227place mite at 12 18.4 face 0
228place mite at 23 18.4 face 0

Puts a mite at each of 2 spots: (12, 18.4) and (23, 18.4). 2 lines in a row that do the same thing read as one card here.

L229

Against shrine

against
229against shrine sconce side=n from=3 to=11 count=2 lift=1.6

Stands 2 sconce against the north (−z) wall of the room shrine, 0.05 m off it, skipping doors and windows, raised 1.6 m.

L230

run_boulder

path
230path run_boulder 25.75 20.75 9.25 20.75 9.25 10.25 25.75 10.25 loop width=2.5 none

Draws a path named run_boulder through 4 points, closed into a loop, 2.5 m wide, with no surface of its own (a guide for along and follow lines, invisible in the scene). Layout keeps solid things off it. Used on 1 line: 248.

length
54 m
width
2.5 m
L231

run_thief

path
231path run_thief 22 20.75 9.25 20.75 9.25 10.25 25.75 10.25 25.75 20.75 loop width=2.5 none

Draws a path named run_thief through 5 points, closed into a loop, 2.5 m wide, with no surface of its own (a guide for along and follow lines, invisible in the scene). Layout keeps solid things off it. Used on 1 line: 249.

length
54 m
width
2.5 m
L232

Place the boulder

place
232place boulder at 25.75 18 face 0

Puts one boulder at (25.75, 18), facing 0° (toward +z).

L233

Place the thief

place
233place thief at 25.75 15 face 0

Puts one thief at (25.75, 15), facing 0° (toward +z).

L236

party_a

path
236path party_a 0.6 27 0.6 -8.4 -0.6 -8.4 -0.6 29.4 0.6 29.4 loop width=1 none

Draws a path named party_a through 5 points, closed into a loop, 1 m wide, with no surface of its own (a guide for along and follow lines, invisible in the scene). Layout keeps solid things off it. Used on 1 line: 244.

the party: three adventurers walk in from the graveyard to the ribcage and back out

length
78 m
width
1 m
L237

party_b

path
237path party_b 0.6 28.2 0.6 -8.4 -0.6 -8.4 -0.6 29.4 0.6 29.4 loop width=1 none

Draws a path named party_b through 5 points, closed into a loop, 1 m wide, with no surface of its own (a guide for along and follow lines, invisible in the scene). Layout keeps solid things off it. Used on 1 line: 245.

length
78 m
width
1 m
L238

party_c

path
238path party_c 0.6 29.3 0.6 -8.4 -0.6 -8.4 -0.6 29.4 0.6 29.4 loop width=1 none

Draws a path named party_c through 5 points, closed into a loop, 1 m wide, with no surface of its own (a guide for along and follow lines, invisible in the scene). Layout keeps solid things off it. Used on 1 line: 246.

length
78 m
width
1 m
L239

Place the hero

place
239place hero at 0.6 27 seed=11 as lead

Puts one hero at (0.6, 27), every one grown from seed 11, in the group lead.

group
lead
L240

Place the hero

place
240place hero at 0.6 28.2 seed=12 as second

Puts one hero at (0.6, 28.2), every one grown from seed 12, in the group second.

group
second
L241

Place the hero

place
241place hero at 0.6 29.3 seed=13 as third

Puts one hero at (0.6, 29.3), every one grown from seed 13, in the group third.

group
third
L244

lead follow party_a

follow
244follow lead along party_a speed=1.1

Sends lead along the path party_a at 1.1 m/s, round and round, spread out along it.

life

speed
1.1 m/s
L245

second follow party_b

follow
245follow second along party_b speed=1.1

Sends second along the path party_b at 1.1 m/s, round and round, spread out along it.

speed
1.1 m/s
L246

third follow party_c

follow
246follow third along party_c speed=1.1

Sends third along the path party_c at 1.1 m/s, round and round, spread out along it.

speed
1.1 m/s
L247

ferry follow ferry_loop

follow
247follow ferry along ferry_loop speed=0.7 moving=row

Sends ferry along the path ferry_loop at 0.7 m/s, round and round, playing row as they go, spread out along it.

speed
0.7 m/s
L248

boulder follow run_boulder

follow
248follow boulder along run_boulder speed=1.5 moving=roll

Sends boulder along the path run_boulder at 1.5 m/s, round and round, playing roll as they go, spread out along it.

speed
1.5 m/s
L249

thief follow run_thief

follow
249follow thief along run_thief speed=1.5 moving=run

Sends thief along the path run_thief at 1.5 m/s, round and round, playing run as they go, spread out along it.

speed
1.5 m/s
L250

ghosts wander graveyard

wander
250wander ghosts in graveyard speed=0.5 pause=2..5s moving=fly

Lets ghosts wander the area graveyard at about 0.5 m/s, pausing 2–5 s between walks, playing fly while they move. They steer round what is placed there.

speed
0.5 m/s
L251

patrol follow patrol_loop

follow
251follow patrol along patrol_loop speed=0.6 moving=walk

Sends patrol along the path patrol_loop at 0.6 m/s, round and round, playing walk as they go, spread out along it.

speed
0.6 m/s
L252

patrol: rattle

cycle
252cycle patrol rattle every 8..14s for 1.6s

Every 8–14 s, each of patrol plays rattle for 1.6 s, then rests. Each one keeps its own clock, so they never fire together.

L253

bats follow bat_loop

follow
253follow bats along bat_loop speed=1.4 moving=swoop

Sends bats along the path bat_loop at 1.4 m/s, round and round, playing swoop as they go, spread out along it.

speed
1.4 m/s
L254

moths wander ossuary

wander
254wander moths in ossuary speed=0.6 pause=1..3s moving=fly

Lets moths wander the area ossuary at about 0.6 m/s, pausing 1–3 s between walks, playing fly while they move. They steer round what is placed there.

speed
0.6 m/s
L255

slimes wander slime_floor

wander
255wander slimes in slime_floor speed=0.7 pause=1..4s moving=hop

Lets slimes wander the area slime_floor at about 0.7 m/s, pausing 1–4 s between walks, playing hop while they move. They steer round what is placed there.

speed
0.7 m/s
L256

spiders wander grotto_floor

wander
256wander spiders in grotto_floor speed=1.1 pause=1..5s moving=scurry

Lets spiders wander the area grotto_floor at about 1.1 m/s, pausing 1–5 s between walks, playing scurry while they move. They steer round what is placed there.

speed
1.1 m/s
L257

sneak wander hoard_floor

wander
257wander sneak in hoard_floor speed=0.5 pause=2..5s moving=walk

Lets sneak wander the area hoard_floor at about 0.5 m/s, pausing 2–5 s between walks, playing walk while they move. They steer round what is placed there.

speed
0.5 m/s
L258

door_guards: rattle

cycle
258cycle door_guards rattle every 9..15s for 1.4s

Every 9–15 s, each of door_guards plays rattle for 1.4 s, then rests. Each one keeps its own clock, so they never fire together.

L259

throne_guards: rattle

cycle
259cycle throne_guards rattle every 7..12s for 1.4s

Every 7–12 s, each of throne_guards plays rattle for 1.4 s, then rests. Each one keeps its own clock, so they never fire together.

L260

king: roar

cycle
260cycle king roar every 6..10s for 2.4s

Every 6–10 s, each of king plays roar for 2.4 s, then rests. Each one keeps its own clock, so they never fire together.

L261

gate: raise

cycle
261cycle gate raise every 10..14s for 5s

Every 10–14 s, each of gate plays raise for 5 s, then rests. Each one keeps its own clock, so they never fire together.

L262

spikes: spring

cycle
262cycle spikes spring every 3..6s for 1.6s

Every 3–6 s, each of spikes plays spring for 1.6 s, then rests. Each one keeps its own clock, so they never fire together.

L263

sarc: peek

cycle
263cycle sarc peek every 6..12s for 4s

Every 6–12 s, each of sarc plays peek for 4 s, then rests. Each one keeps its own clock, so they never fire together.

L264

hatch: wake

cycle
264cycle hatch wake every 12..20s for 4s

Every 12–20 s, each of hatch plays wake for 4 s, then rests. Each one keeps its own clock, so they never fire together.

L265

hoard_chests: open

cycle
265cycle hoard_chests open every 6..12s for 3s

Every 6–12 s, each of hoard_chests plays open for 3 s, then rests. Each one keeps its own clock, so they never fire together.

L266

mimics: chomp

cycle
266cycle mimics chomp every 4..8s for 2.5s

Every 4–8 s, each of mimics plays chomp for 2.5 s, then rests. Each one keeps its own clock, so they never fire together.

L269

Lights on lead

light
269light on lead y=2.2 color=#ffcf8a radius=7 power=1.2 flicker

One light, #ffcf8a, on top of everything in lead, 2.2 m above each, reaching 7 m, flickering. If one of them moves, its light goes with it.

light: 16 at most

colour
peach
reach
7 m
power
1.2
L270

A light at (0, 27)

light
270light at 0 27 y=4 color=#9fb6ff radius=13 power=1.1

A point light, #9fb6ff at (0, 27), 4 m up, reaching 13 m at power 1.1. Night moods lean on lights like this one.

colour
glass
reach
13 m
power
1.1
L271

A light at (0, 18.5)

light
271light at 0 18.5 y=2.6 color=#ffa95c radius=8 flicker

A point light, #ffa95c at (0, 18.5), 2.6 m up, reaching 8 m at power 1, flickering like a flame. Night moods lean on lights like this one.

colour
hair blonde
reach
8 m
power
1
L272

A light at (0, −0.6)

light
272light at 0 -0.6 y=3.2 color=#ff8a4c radius=12 power=1.2 flicker

A point light, #ff8a4c at (0, −0.6), 3.2 m up, reaching 12 m at power 1.2, flickering like a flame. Night moods lean on lights like this one.

colour
tangerine
reach
12 m
power
1.2
L273

A light at (0, −17.4)

light
273light at 0 -17.4 y=3.4 color=#ff4a3a radius=11 power=1.5 flicker

A point light, #ff4a3a at (0, −17.4), 3.4 m up, reaching 11 m at power 1.5, flickering like a flame. Night moods lean on lights like this one.

colour
tomato
reach
11 m
power
1.5
L274

A light at (0, −24)

light
274light at 0 -24 y=6 color=#ff7a3c radius=10 power=1.2

A point light, #ff7a3c at (0, −24), 6 m up, reaching 10 m at power 1.2. Night moods lean on lights like this one.

colour
tangerine
reach
10 m
power
1.2
L275

A light at (−8.8, −20)

light
275light at -8.8 -20 y=2.4 color=#ffb36b radius=7 flicker

A point light, #ffb36b at (−8.8, −20), 2.4 m up, reaching 7 m at power 1, flickering like a flame. Night moods lean on lights like this one.

colour
hair blonde
reach
7 m
power
1
L276

A light at (8.8, −20)

light
276light at 8.8 -20 y=2.4 color=#ffb36b radius=7 flicker

A point light, #ffb36b at (8.8, −20), 2.4 m up, reaching 7 m at power 1, flickering like a flame. Night moods lean on lights like this one.

colour
hair blonde
reach
7 m
power
1
L277

Lights on ferry

light
277light on ferry y=1.6 color=#7af0e0 radius=8 power=1.2

One light, #7af0e0, on top of everything in ferry, 1.6 m above each, reaching 8 m. If one of them moves, its light goes with it.

colour
water light
reach
8 m
power
1.2
L278

A light at (−19, −1)

light
278light at -19 -1 y=3 color=#3ab4c8 radius=12 power=0.8

A point light, #3ab4c8 at (−19, −1), 3 m up, reaching 12 m at power 0.8. Night moods lean on lights like this one.

colour
hair teal
reach
12 m
power
0.8
L279

A light at (19, −1)

light
279light at 19 -1 y=2.2 color=#ffd24a radius=11 power=1.3

A point light, #ffd24a at (19, −1), 2.2 m up, reaching 11 m at power 1.3. Night moods lean on lights like this one.

colour
flower yellow
reach
11 m
power
1.3
L280

A light at (17.5, 15.6)

light
280light at 17.5 15.6 y=3 color=#c06cff radius=10 power=1.4

A point light, #c06cff at (17.5, 15.6), 3 m up, reaching 10 m at power 1.4. Night moods lean on lights like this one.

colour
flower purple
reach
10 m
power
1.4
L281

A light at (−19.5, −19.5)

light
281light at -19.5 -19.5 y=2 color=#9bf26a radius=12 power=1.1

A point light, #9bf26a at (−19.5, −19.5), 2 m up, reaching 12 m at power 1.1. Night moods lean on lights like this one.

colour
lime
reach
12 m
power
1.1
L282

A light at (19.5, −19.5)

light
282light at 19.5 -19.5 y=2 color=#b48cff radius=12 power=1

A point light, #b48cff at (19.5, −19.5), 2 m up, reaching 12 m at power 1. Night moods lean on lights like this one.

colour
lilac
reach
12 m
power
1
L283

A light at (−17, 15)

light
283light at -17 15 y=2.6 color=#7aa0ff radius=11 power=0.9

A point light, #7aa0ff at (−17, 15), 2.6 m up, reaching 11 m at power 0.9. Night moods lean on lights like this one.

colour
sky
reach
11 m
power
0.9
L284

Lights on boulder

light
284light on boulder y=2.4 color=#ff7a3c radius=7 power=1.2 flicker

One light, #ff7a3c, on top of everything in boulder, 2.4 m above each, reaching 7 m, flickering. If one of them moves, its light goes with it.

colour
tangerine
reach
7 m
power
1.2
L287

The overview camera

camera
287camera orbit 16 height 26 at 0 -5 fov=50

Where the viewer opens: the camera orbits (0, −5) from 16 m out and 26 m up, through a 50° lens.

camera and views

distance
16 m
height
26 m
L288

View: crypt

view
288view crypt at 0 -3 y=0 dist=52 height=48 yaw=0

A named camera, crypt. It looks at (0, −3) 0 m up, from 52 m away and 48 m higher, standing at (0, 49). The viewer's dock gets a button for it.

yaw
0°
distance
52 m
L289

View: graveyard

view
289view graveyard at 0 22 y=1 dist=14 height=8 yaw=0

A named camera, graveyard. It looks at (0, 22) 1 m up, from 14 m away and 8 m higher, standing at (0, 36). The viewer's dock gets a button for it.

yaw
0°
distance
14 m
L290

View: ribcage

view
290view ribcage at 0 -1 y=1 dist=20 height=19 yaw=35

A named camera, ribcage. It looks at (0, −1) 1 m up, from 20 m away and 19 m higher, standing at (11.47, 15.38). The viewer's dock gets a button for it.

yaw
35°
distance
20 m
L291

View: throne

view
291view throne at 0 -18.5 y=2 dist=11 height=17 yaw=0

A named camera, throne. It looks at (0, −18.5) 2 m up, from 11 m away and 17 m higher, standing at (0, −7.5). The viewer's dock gets a button for it.

yaw
0°
distance
11 m
L292

View: hoard

view
292view hoard at 19 -1 y=1 dist=12 height=8 yaw=-35

A named camera, hoard. It looks at (19, −1) 1 m up, from 12 m away and 8 m higher, standing at (12.12, 8.83). The viewer's dock gets a button for it.

yaw
−35°
distance
12 m
L293

View: ossuary

view
293view ossuary at -19 -1 y=1 dist=13 height=9 yaw=35

A named camera, ossuary. It looks at (−19, −1) 1 m up, from 13 m away and 9 m higher, standing at (−11.54, 9.65). The viewer's dock gets a button for it.

yaw
35°
distance
13 m
L294

View: chase

view
294view chase at 17.5 15.5 y=1 dist=15 height=11 yaw=-20

A named camera, chase. It looks at (17.5, 15.5) 1 m up, from 15 m away and 11 m higher, standing at (12.37, 29.6). The viewer's dock gets a button for it.

yaw
−20°
distance
15 m