BF3 Strongholds of Sorcery

Creating game materials? Monsters, spells, classes, adventures? This is the place!
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Solomoriah
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Re: Strongholds of Sorcery

Post Fri May 05, 2017 2:44 pm

Tweaked the map, and finished (well, completed, anyway) the Tower of Light. As of right now, only House of Coldarius needs textual updates.

So I'm posting R24 right now. It's not impossible that R25 might actually make it up today, but I'd say more likely Monday.
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Solomoriah
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Re: Strongholds of Sorcery

Post Fri May 05, 2017 11:57 pm

Working my way through House of Coldarius room by room. It contains a lot of submitted material, which is good, but I haven't done any fitting at all to make the submitted material work together with the existing stuff. So it's a bit of a slog, but that's my fault. I'm done with the rooms up to room 6 at this point; probably won't release R25 until I make it to the end of them.
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Solomoriah
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Re: Strongholds of Sorcery

Post Sun Jul 23, 2017 10:29 am

Just uploaded R25 with my recently-completed Thaumerion's Tower added. Chi, if you have time, please give this one a proofing pass; I'll hold off finishing it until you have, as I'm working on CS1 right now anyway.
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PapersAndPaychecks
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Re: Strongholds of Sorcery

Post Sun Jul 23, 2017 11:15 am

House of Coldarius room #33

Corridor

The door at the top of the stairs is actually a mimic (Field Guide p.48).

Mimic: AC 13, HD 7**, #AT 1, dam 3d4, Mv 10 ft, Sv F7, ML 10, XP 800.

Hp 34 ]]]]] ]]]]] ]]]]] ]]]]] ]]]]] ]]]]] ]]]]

If the mimic rolls a natural "20" to hit then its target has fallen down the stairs, which inflicts an additional 1d4 damage.

This particular mimic has engulfed an amplifying earring. If killed, the earring (which appears as a simple hoop made of a copper-gold alloy) will be expelled from the corpse.

The earring doubles the wearer's hearing effectiveness, giving them a 50% chance to detect invisible creatures within 30 ft. Attempts to sneak up on the wearer are 50% likely to fail. However, very loud noise (such as a lightning bolt spell cast indoors) within 30 ft will stun the wearer, incapacitating them for 1d6 rounds.
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Solomoriah
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Re: Strongholds of Sorcery

Post Sun Jul 23, 2017 5:56 pm

Chi, if you haven't started (and I assume you haven't), please hold off while I integrate P&P's new material. I'll post another version soon.
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PapersAndPaychecks
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Re: Strongholds of Sorcery

Post Sun Jul 23, 2017 6:32 pm

I only posted one room! Save it for the next update :)
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Solomoriah
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Re: Strongholds of Sorcery

Post Sun Jul 23, 2017 10:32 pm

Nah, I'm banging through House of Coldarius, fixing things. I'm not in a creative mode right now, but there are plenty of rooms that just need some fleshing out or proofing. Chi mostly works on weekdays, so this should work out fine.
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chiisu81
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Re: Strongholds of Sorcery

Post Mon Jul 24, 2017 10:19 am

Will wait for R26 and then dive in.
I like to point out spelling mistakes and post GIFs.
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Solomoriah
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Re: Strongholds of Sorcery

Post Mon Jul 24, 2017 7:06 pm

Your wait is over. R26 is up. Besides integrating P&P's new room, I've fixed up the pitch skeleton/normal skeleton rooms with boxed text and proper stats, and touched up a couple of other bits of House of Coldarius.
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Re: Strongholds of Sorcery

Post Mon Jul 24, 2017 7:07 pm

Incidentally, regarding House of Coldarius... I'm not sure it needs a lot more monsters. Some "empty" rooms (full of time-wasting details, but really empty) might be called for. Also, need to make sure there is actually some treasure in there... a vampire wizard ought to have at least some, right?
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