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Re: Strongholds of Sorcery

Posted: Wed Jun 01, 2016 3:36 pm
by PapersAndPaychecks
... but can he create LIFE in this thread? :)

Re: Strongholds of Sorcery

Posted: Thu Jun 02, 2016 8:09 am
by Solomoriah
Sorry, P&P. I'm hoping to get some more work done on this in the next surge... just have to see when that hits me.

Re: Strongholds of Sorcery

Posted: Mon May 01, 2017 11:06 pm
by Solomoriah
Okay, let's see if we can wake this thread up.

Here's what I need:

Castle D'Angelo, Room 90, says: Fleta D'Angelo's sigil hangs beside the door to this laboratory. Everything here is dangerous.

Surely we can get some ideas for this room. For those not looking at the map, it's a 30' x 30' room with a single entrance on the 2nd level of the dungeon, and it's one of the D'Angelo family magical laboratories.

Re: Strongholds of Sorcery

Posted: Tue May 02, 2017 10:46 pm
by Solomoriah
Uploading R22 now.

As of right now, all rooms of Castle D'Angelo are detailed except one... Aunt Fleta's laboratory. I can't believe no one has suggestions. Remember, if you're not already on the credits, and you give me a suggestion I use, I'll add your name to the contributors credits on the title page.

I've also done a little smidgen on Tower of Light, which is pretty close to complete. I plan to focus on it next, and then on Tower of Coldarius.

I'm also considering putting Thaumerion's Tower into this book. After all, it's a wizard's lair, which is what this multimodule is all about... and it's complete, so it won't slow down the process.

It's my goal to get this one into print this year.

Re: Strongholds of Sorcery

Posted: Wed May 03, 2017 2:42 pm
by Solomoriah
I'm making real progress on Tower of Light; the introductory parts and the lower (first) dungeon level are basically complete now. I still need to finish up the upper level, but I think that might get done tonight.

Doesn't anyone have any ideas for the dangerous things in Aunt Fleta's lab?

Re: Strongholds of Sorcery

Posted: Wed May 03, 2017 3:30 pm
by chiisu81
Bookcase: filled with jars and vials of liquids and goo; some explosive, some corrosive, one even will flash a blinding light (save vs. Death Ray? or be blinded for 1d6 rounds) if dropped on the floor or shaken vigurously.

Table: A shallow metal tray, filled with a dark green liquid. If spilled onto the wooden table or the floor, a green slime will rapidly grow, reaching maturity in 4 rounds. Every 4 rounds afterwards, it will grow enough to split off into another creature.

I dunno, stuff like that? :D

Re: Strongholds of Sorcery

Posted: Wed May 03, 2017 9:30 pm
by mwest
Aunt Fleta's lab could contain potion vials that self-fill and drain themselves round after round. There are 8 vials. When someone drinks the liquid, roll a d12 to determine what the vial contains at that moment:

1 the vial contains a potion that polymorphs the drinker into a (roll d6 1= goat, 2= mule, 3= toad, 4= pig, 5=sheep, 6= cow).

2 the vial is filled with (roll d6 1 =ale, 2=blood, 3=holy water, 4=urine, 5=wine, 6=milk).

3 the vial is filled with a liquid that grants the drinker darkvision to a range of 60 feet. If the drinker already has darkvision, his/her vision is extended 30 feet for the duration of the potion's effect. This effect lasts 1d6+1 rounds.

4 the vial is a failed potion of invisibility. It doesn't make you invisible, but mostly transparent. The drinker has the equivalent of 90% obscured concealment (see the rules for Cover and Concealment) for 1d6+3 rounds.

5 the vial is filled with a liquid that causes 1d6+1 bats to appear around the character, flapping and shrieking. The bats circle the drinker's head for 2d6 rounds, making the victim unable to hide in shadows, surprise enemies, etc unless magical Silence 15' radius is cast on the victim.

6 the vial is filled with potable water.

7 the vial is filled with a liquid that causes the drinker to exude stench like a troglodyte. Unfortunately, the drinker cannot stop the stench from exuding. The drinker can be affected by his/her own stench. The stench lasts 1d6+1 rounds.

8 the vial is filled with a liquid that makes the drinker's head shrink 6 sizes smaller, making the victim look like he/she has a shrunken head. A remove curse spell restores the victim's head.

9 the vial is filled with a liquid that grants the drinker the ability to detect enemies, as the wand, for 1d6+1 rounds.

10 the vial is filled with a liquid that causes the victim's hair to grow profusely. 90% of NPCs who encounter the character will mistake the victim for a werewolf, and react accordingly. This effect can be negated with remove curse.

11 the vial is filled with liquid that has a refreshing lemon-lime taste, but otherwise is just a clear liquid with a slight green discoloration.

12 the potion ( roll another die, odds =cures, evens = causes/inflicts) 1d6+1 points of damage

Once a vial is consumed, it stops refilling.

Re: Strongholds of Sorcery

Posted: Thu May 04, 2017 9:56 am
by Solomoriah
Nice, mwest! How do you want to be credited? (You can email me if you prefer, solomoriah@basicfantasy.org is my address.)

I've swept up mwest's vials plus Chi's stuff, and will edit them together into a coherent room description. I don't think I need any more than this, but if more appears, I may work it in as well.

Re: Strongholds of Sorcery

Posted: Thu May 04, 2017 5:42 pm
by Solomoriah
Uploading R23 now. As of this moment, except for a few graphical bits, Castle D'Angelo is DONE. I need to review Tower of Light and detail one room, and it will be done also. Unfortunately this still leaves quite a bit of work on Tower of Coldarius, but if I can keep my energy up this whole thing could be done soon.

Re: Strongholds of Sorcery

Posted: Fri May 05, 2017 11:08 am
by Solomoriah
Did a little tweaking on Tower of Light today, and realized I'm going to have to redraw the maps somewhat. There's a fireplace on the lower level that should appear on the upper as well, and for that to work, I have to move a fireplace.

I will get this done, I swear it!