|
Post by calithena on May 23, 2008 13:02:26 GMT -6
|
|
|
Post by coffee on May 23, 2008 13:25:05 GMT -6
I'll have a bash at redrawing it. (Not that I want to prevent anyone else from doing so...)
|
|
busman
Level 6 Magician
Playing OD&D, once again. Since 2008!
Posts: 448
|
Post by busman on May 23, 2008 13:32:04 GMT -6
I'm going to need some space for level 9, btw. You don't fit 30m ziggurats and a (surprise!), and giant-sized trolls riding brontosaurs (well brontosaur like) in a small area. ;D
|
|
jrients
Level 6 Magician
Posts: 411
|
Post by jrients on May 23, 2008 13:48:43 GMT -6
Man, that rough-up already looks sweet!
|
|
|
Post by hackman on May 23, 2008 13:52:52 GMT -6
I agree with Jrents, it's cool as is.
|
|
|
Post by Zulgyan on May 26, 2008 9:32:28 GMT -6
I'm thinking of the Palace of Eternal Ilussion as a relatively secret, or isolated, hard to find place. How do you feel about that? If that is too of an obstacle, maybe a small portion of the map can be of easy access, so as to allow inter-level navigation, but keep the main of the Palace as a sort of "secret level".
I would also like to keep the level very light in monsters and have it full of ilussion traps and tricks. Some ilussions will not be necessarily magical. The Palace would be "ruled" by the insane and lonely "Zteog, the false magic-user".
Thoughts?
|
|
|
Post by calithena on May 26, 2008 9:38:18 GMT -6
The whole level can be pretty secret, that's fine with me. The 'back door' from 3 to 4 to 7 is supposed to be a serious advantage if PCs can get through and it's the only back door to the Citadel of the Dark Trolls (they don't know about it either). So yeah, 7 is hard to find even from 4, moreso from 8 and 9.
|
|
|
Post by calithena on May 26, 2008 9:39:35 GMT -6
S1, Tomb of Horrors, is light on monsters, and it's a great dungeon. So that's fine. Lots of monsters on the other levels anyway.
|
|
|
Post by Zulgyan on May 26, 2008 9:44:22 GMT -6
I'm also going to try something that was quite succesful in a campaing I runned. The idea of a "false magic user". A non-casting NPC that has prepared the dungeon in a sort of "HOME ALONE" (the movie) fashion, so that it appears he is a wizard, but in fact he has no real magical powers. That is a new way of "ilussion".
This guy would have found the Palace abandoned after the death or departure of it's very high level master ilussionist and somehow managed to take relative control of the place.
He will not be the only theme of the level, of course. Other areas, protected by illusions and traps of different sorts are still unconquered and great treasures await!
|
|
|
Post by calithena on May 26, 2008 10:05:31 GMT -6
I like that. Maybe he's a master thief, or maybe just a lucky nincompoop.
Opens up the possibility of PCs taking over the level later on and using it as a home base for deeper delving, also. Though it should never be quite safe - the 'palace' may have a mind of its own...
|
|
|
Post by dwayanu on May 26, 2008 10:05:40 GMT -6
Module UK1 (IIRC) took a similar approach to a "haunted" house (cover for smugglers).
|
|
sham
Level 6 Magician
Posts: 385
|
Post by sham on May 30, 2008 21:44:02 GMT -6
The whole level can be pretty secret, that's fine with me. The 'back door' from 3 to 4 to 7 is supposed to be a serious advantage if PCs can get through and it's the only back door to the Citadel of the Dark Trolls (they don't know about it either). So yeah, 7 is hard to find even from 4, moreso from 8 and 9. Just a note on the way I've designed 3 so far. There are a trio of treacherous entrances from 3 to 4. Two very deep dead drop stone shafts/chutes, and a waterfall. The inhabitants of 3 will certainly go out of their way to cut or untie ropes secured from the top of the two shafts. It's truly a bold move to take the plunge into 4 from 3.
|
|
sham
Level 6 Magician
Posts: 385
|
Post by sham on Jun 9, 2008 8:37:41 GMT -6
More concerning level 3:
It should be ready for 'draft submission' very soon. I'm a bit concerned that it will be too big for FO!.
It has 53 keyed areas, some are empty, some are short descriptions, but others are fairly complex (and this after I keep checking myself with sticking to essential information). Toss in the dozen or so new monsters, as well as the eight 'named Monsters', and it's going to be big.
Maybe I can pare it down before the final sub, but there's just a lot going on for this level.
In my efforts to organize, it's broken down into six regions. If you look at the map, you'll see what I'm alluding to. Aesthetically, I am very happy with the map. This is, after all, a megadungeon. I think BIG when I hear that term.
Anyway, taking some of Cal's prior advice, I want to give some spoilers and teasers in regard to level 3.
There are three major factions within. The Tribe of the Claw, The entire Crab cycle, and Quimlin's Forces. The Tribe are Cavemen who worship the Crab Demon Garaskis. They revere crabs, and pursue an unholy ritual which turns their chosen members, slowly, into giant crabs. The various stages of this metamorphosis yield a few new monsters (true abominations!). The crab cycle is ruled over by the Great Crab, the favored daughter of Garaskis, Seskiima. Mindless, aggressive, hungry, these transformed abominations of half man/half crab live together with the Children of Garaskis, various sized crabs that prey on anything that enters their regions. Quimlin's 'Forces' dominate a portion of the level. Quimlin is a deranged arcano-tech NPC, conducting bizarre experiments in his efforts to assemble a force capable of penetrating the Crystal Hemispere below.
There are named Monsters involved with possible role-play ramifications. The whole thing is littered with strange morphed and mutated Monsters. Seskiima and Quimlin should prove to be a blast to run.
I'm just hoping that in the end, pulling all of this together won't end up being too much text.
What happens if this thing ends up being, say, 22 pages long?
In the end, I suppose I could redo the map and submit two levels, but I really like the map as is.
I just thought I'd throw some info out, and ultimately it's up to Cal and Iggy. Either way, I hope that everyone enjoys my level. I'm trying to strike a balance between grounded and gonzo, and so far I think it's working out OK.
|
|
|
Post by hackman on Jun 9, 2008 9:48:46 GMT -6
Hey Sham. That sounds really cool, I love the tech. I was thinking about having a blaster gun of some sort on my level, but chose not too.
|
|
brianm
Level 1 Medium
Posts: 17
|
Post by brianm on Jun 9, 2008 13:10:27 GMT -6
What happens if this thing ends up being, say, 22 pages long? In the end, I suppose I could redo the map and submit two levels, but I really like the map as is. What happens? I suppose what happens is we end up with 22 pages of awesome, old-school, crabby goodness! Seriously, I don't think too long is a real problem. If necessary, the key can be chopped up and released in installments, maybe spanning multiple issues of Fight On!, but I don't really see that as a bad thing. - Brian
|
|
busman
Level 6 Magician
Playing OD&D, once again. Since 2008!
Posts: 448
|
Post by busman on Jun 9, 2008 13:27:04 GMT -6
If anything, it can be an online download or something supporting the print magazine. Oh! an exclusive for print mag subscribers. hahaha, just kidding.
|
|
|
Post by calithena on Jun 9, 2008 14:53:31 GMT -6
22 pages we can handle. Life has been nuts but some actual time to put this together should be coming this week, so watch all these spaces for more!
|
|
sham
Level 6 Magician
Posts: 385
|
Post by sham on Jun 9, 2008 19:05:47 GMT -6
So far, so good. Managed to get quite a bit done today. I think it will clock in at a respectable 16-18 pages, including all the new monsters. I've been trimming and keeping the 'non-major' rooms to just very basic text.
PS-I emailed a version of The Entourage Approach to you this morning, Cal.
Looking forward to Fight On! #2.
|
|
|
Post by robertsconley on Jun 9, 2008 20:10:01 GMT -6
|
|
ant
Level 5 Thaumaturgist
Posts: 243
|
Post by ant on Jun 10, 2008 6:27:13 GMT -6
Awesome! Very, very impressive.
|
|
|
Post by calithena on Jun 11, 2008 12:04:05 GMT -6
Rob, thank you so much! Can we use this in issue 2, future issues, the compiled final project, etc.? You'll be fully credited of course.
|
|
|
Post by robertsconley on Jun 12, 2008 9:07:00 GMT -6
|
|
|
Post by Epengar on Jun 13, 2008 10:47:37 GMT -6
maps looks great! There are extra 'n's in Eternal and Nothingness
|
|
|
Post by kesher on Jun 13, 2008 17:25:20 GMT -6
You know, this forum really needs some t-shirt material; I think that map would map would make an AWESOME shirt...
|
|
sham
Level 6 Magician
Posts: 385
|
Post by sham on Jun 13, 2008 17:31:27 GMT -6
You know, this forum really needs some t-shirt material; I think that map would map would make an AWESOME shirt... Ya know...this is one of the best ideas I've seen in a while. Perhaps a small Fight On! upper left chest logo, and that TDB overview on the reverse. I'd buy that in a heartbeat...and probably extras to hand out to my players when they did something memorable during a game.
|
|
sham
Level 6 Magician
Posts: 385
|
Post by sham on Jun 13, 2008 17:41:49 GMT -6
Copied and pasted from my blog, since I think you guys might enjoy what's been going on since my last update:
"I'm closing in on putting the finishing touches on my initial draft to be submitted to Fight On! for my handling of Level 3, Spawning Grounds of the Crab-Men. There's a lot more than just Crabs here, though.
Stop reading now if you don't want to spoil any of the surprises in the article!
* * * * * *
A portion of the dungeon has been taken over by a one Quimlin, a demented arcano-tech being (you'll have to buy Fight On! for more about the elusive Quimlin) driven mad by his thirst for power. Quimlin plans to assemble a force capable of assualting the Mysterious Crystal Hemisphere in the caves beneath this level (fellow blogger James of Grognardia is writing Level 4), one abducted and mutated man at a time.
As a teaser, here are a few of the new monsters to be found in the Quimlin's Manse section of Level 3:
The Thing From Beyond! AC 8, Move 9, HD 5. The Thing From Beyond! is an 8’ long amorphous translucent blue, semi-gelatinous blob. This oddly formed monstrosity has three 9’ long appendages, and five great 7’ long eye stalks. Its bulbous pink eyes emit dim white light in a cone 30’ long, and it communicates with whale like mewls and songs as it hovers about, floating 3’ off the floor. This bizarre abomination from another world is a somewhat disinterested and exceedingly bored higher life-form. TTFB! is a reluctant, apathetic, nonchalant servant of immense power. TTFB! attacks as a 10 HD Monster, and can deal 2d6+2 damage per round, but only in self defense. TTFB! will only attack if Quimlin is present and he directly orders the alien to do so. Even then, TTFB! will subdue and toy with foes rather than devour them. It prefers to snatch up opponents and tickle them into submission while attempting to tell them to destroy the Multi-Levered Device that it might devour the crazed Quimlin. Only the possessor of the Multi-Levered Device can actually understand what TTFB! says. Quimlin uses this device to communicate with TTFB!, constant communication has slowly driven Quimlin insane. TTFB! will happily devour Quimlin if the device used to control it is deactivated. TTFB! knows that eventually it will get its wish, and in the meantime it bides its time dreaming of home, wherever that might be.
----------
Lab-Rats: AC 7, Move 9, HD 1-1. Damage 1d3. Giant rabid albino rats with pink eyes. Their bite has an insidious, cumulative effect. Save vs. Poison or begin itching. After two such missed saves, victims must discard armor and scratch in non-combat situations. After four such missed saves, victim is incapacitated, and writhing about trying to scratch, even during combat, duration 1 turn. When Lab-Rats are in a pack of 12, they can form a hive mind intellect equal to INT 5, capable of very rudimentary, high pitched speech. They will single out and eat Quimlin if he doesn’t offer them Liquid Joy whenever they see him.
----------
Speci-Men: AC 5, Move 12, HD 2+1 (*Speci-Men are so drugged up that they get one free attack after they have been slain). These horrific beings are genetically mutated men with chemically enhanced reflexes. Muscular, twitching, crazed, drooling, and wild-eyed, they are addicted to Quimlin’s Liquid Joy. After being abducted, human victims are subjected to Quimlin’s devious arcano-tech concoctions, which erase their minds and turn them into hulking muscular almost ape like men, bristling with savage strength and cat-quick agility. These abominations posses long talon-like nails and preternaturally strong jaws with massive fang like teeth. Semi-intelligent, but given basic commands by Quimlin via Brain Implants.
---------- And lastly, here is one of the rooms in the Tribe of the Claw section of level 3:
11: Crazy Clonk, the Malformed Chosen One: A heavy iron gate blocks entry to this cell. An old iron lever, set into the wall to the west, operates this barely functional mechanism. The guards in room 10 will open the cell to free its inhabitant if seriously threatened, for getting Crazy Clonk back into his cell is a difficult undertaking. Crazy Clonk is a horribly misshapen Crab-Man, formerly one of the Tribe’s most promising Chosen members. Over a year ago, Clonk broke taboo, and picked up a glowing sword from some slain men of light. The sword caused Clonk to become a raving lunatic. Perhaps as punishment, Clonk has had his form ravaged in an unexpected manner by the dark ritualistic metamorphosis normally safely endured by the Chosen tribesmen. As soon as the gate is opened, Clonk will rush out and attack anything that moves. Clonk is severely stooped, with a spiny, lopsided shell, an oddly curved massive claw which drags on the floor, great bulbous eyes, red with rage, on bent stalks of uneven length, and a haphazard, crooked, sideways-lumbering gait. The only vaguely human remnant of Clonk’s former self is a long, sinewy arm, clutching a dimly glowing bronze sword. Crazy Clonk (Crab-Man) AC 4, Move 6, HD 4, HP 17. +1 to hit from Grog the Gladius. Grog the Gladius is a finely crafted short bronze stabbing sword. Grog glows a dim violet when held by a living being. Grog is a Sword +1, +3 vs. Dragons. Aligned to Law, Int 7, Ego 12, with the power to See Invisible Objects. Grog will communicate the presence of such things via Empathy. Clonk was able to survive the initial blast of damage from grasping Grog, but has since been overpowered by the egotistical sword.
---------- I've decided that the map of the level is fairly well fleshed out and detailed at this point, so it's being submitted as is.
Also, keep an eye out for the version of the Entourage Approach which I sent in to Fight On! Hopefully it will make it into issue #2."
It's been hinted at that TTFB! might be 'Flumph' like, so I might change the floating mode of transport to an underside of thousands of cilia.
And that's it for teasers, the rest will be found only by picking up the FO! issue that this ends up in (I assume 3 or 4, depending upon whether or not Level 2 is going to be published before Level 3).
|
|
|
Post by robertsconley on Jun 13, 2008 23:23:21 GMT -6
maps looks great! There are extra 'n's in Eternal and Nothingness Will have it revised on Sunday. Thanks for pointing it out.
|
|
|
Post by calithena on Jun 17, 2008 10:39:28 GMT -6
Sham, awesome, as always! You have some email from me.
Rob, when I go to your site that map is overlaid with the old one. Can you just email a version with n's cleaned up to calithena@gmail.com? Thanks!
|
|
sham
Level 6 Magician
Posts: 385
|
Post by sham on Jun 17, 2008 17:55:02 GMT -6
Hey Cal, just popping on for a sec...I'm just about to fire up the grill and feed the family.
I read the emails, and I will resend them later tonight!
|
|
|
Post by robertsconley on Jun 18, 2008 21:13:19 GMT -6
Sham, awesome, as always! You have some email from me. Rob, when I go to your site that map is overlaid with the old one. Can you just email a version with n's cleaned up to calithena@gmail.com? Thanks! Done and I sent the email. Sorry it took so long been busy with my paid project (which hopefully I can talk about soon). Rob Conley
|
|