Noxsuum |
A little update on submissions.
The Gargoyle
Vladimir Rokopatov
Tikkik
Noxsuum
The Matron
Cephalon
Sadly we have had some drops. Let me know if I am mistaken.
Another room added, still a good few to go none the less. It's hard being a tricky plotting fiend. But hey he gets sweet cookies and endless moon spider milk, so that has to count for something. Anyways the tougher the fight the sweeter the victory and if not then just cheat by stealing the victors body. ;P
GM_Almonihah |
Yes, I believe these are all that are left. And unless I'm mistaken, this is the status on each:
The Gargoyle -- character complete, dungeon still under construction
Vladimir Rokopatov -- character and dungeon complete
Tikkik -- character and dungeon complete
Noxsuum -- character complete, dungeon still under construction
The Matron -- character complete, dungeon described, I'll have to build a map for it if chosen
Cephalon -- Not sure? Possibly character complete? I may have missed something.
I was planning on closing up on Tuesday, but if someone's still finishing up their dungeon then, I could wait another day or two.
Sapiens |
In case someone wants to use it, this is the graph paper site I used. Just beware that changing the graph rule paramenter may crash the drawing.
Newbonomicon |
Cephalon's character build is complete, pending approval of his armor. I don't want to spend a feat on armor proficiency, so I'm thinking mithral chain shirt. And if that's his only item, either +4 or +5, depending on how much you think is appropriate. I could have gone for an amulet of mighty fists, but that would honestly just be cruel.
His dungeon is in progress. I'm not really certain just how big to make it, but I'm fairly happy with what I have so far.
Newbonomicon |
Then he's done! Here's his character sheet.
Like I said before, an AoMF would have felt like overkill. He's got ten natural attacks and pounce, which is more than enough for me. I thought it made more sense to shore up his low AC than to make his attacks even more devastating.
Also, I imagine it's open ended in the front, since you can't really predict how many neck holes he'd need.
Noxsuum |
I have finished up the required rooms, so I won't miss out on the deadline. Still I rather have my dungeon set up in my finished version, so I'll keep working on the five/four rooms left on my list. ;)
Even if I do finish it, I have plenty to add fluff wise for Noxsuum and the residents of his level.
Newbonomicon |
Hydras are kind of silly like that. But they're supposed to be. :D Honestly, if you wanted to drop the plus on your armor by one and get a +1 AoMF so your heads count as magic on the off chance that some of the hero groups aren't humanoid and have DR/Magic, that would be fine.
I guess that would probably be smart. I'll do that. The only question is, which head gets to wear it?
Newbonomicon |
I'm gonna be totally honest here... I have absolutely no idea what to do for my dungeon. I know what Cephalon's boss room would look like, but beyond that I have nothing. I think my biggest issue is that there's not a lot of guidelines. I don't typically thrive, creatively speaking, without a framework in which to work. I'll try to have SOMETHING soon, but... keep your expectations low, I guess.
GM_Almonihah |
Some sort of underground swamp would seem appropriate--perhaps fungi instead of plants? Fungal and reptilian monsters as minions would make sense, then. Does that strike any sparks?
I apologize for not providing much framework, but quite frankly, it's hard to produce a framework for dungeon creation. I haven't had tens of hours of free time to spend on creating them, so I didn't even try.
Noxsuum |
Your a smarter then average multi headed and multi personality type monster. If I had unlimited time I would say make a room that favors an aspect of each head. If one has a short fuse and prone to aggression then make a room full of minions that respond to that with decorations of that nature. Jagged weapons, harsh terrain, and residents that are of similar nature like orcs. If another head is lazy and slow then make a overgrown swamp room with oozes and pools to soak in. So on and so on.
But given the time constraints, I say cut that number down to five or lower if you can and make rooms that reflect your monsters strongest traits. Make his dungeon an extension of his sense of self or personality and build off that. It does not have to be complex or massive. If your monster is not into traps or tricks then beef up the minions. More often then not the biggest and baddest monster has the most lackeys, if not always the most powerful. Of course their are always exceptions. ;)
Hope that helps.
Tikkik |
Well, to start out, you probably want the dungeon to play to a hydra's strengths and preferences. That said, if the hydra tends to argue with itself a lot, you could easily have jarring transitions between incredibly different biomes due to an inability to agree on what the dungeon should look like.
Noxsuum |
Added some more stuff to the twilight halls. Three more rooms left on my list and a lot of fluff I want to burn through. xP
It's moving along, hope I make it by Friday. Also I apologize if it seems a bit like a megadungeon, feel free to break it down in size. Granted big creatures and fliers won't have a problem anywhere in my level, funny how that worked out. >:)
Andostre |
Okay, my dungeon is done. A link to the map and a description can be found spoilered at the bottom of my gargoyle's character page.
I'll proofread it, tomorrow, but feel free to question anything that doesn't make sense.
And thanks to Almonihah for the extension.
GM_Almonihah |
I believe this is the current status:
The Gargoyle -- character and dungeon complete
Vladimir Rokopatov -- character and dungeon complete
Tikkik -- character and dungeon complete
Noxsuum -- character complete, dungeon still under construction, but complete enough
The Matron -- character complete, dungeon described, I'll have to build a map for it if chosen
Cephalon -- character complete, dungeon to be described
This is going to be a tough choice... and no, as tempting as it is, I'm not just going to take all six of you, because it's going to be hard enough doing this for just four.
Andostre |
This is going to be a tough choice... and no, as tempting as it is, I'm not just going to take all six of you, because it's going to be hard enough doing this for just four.
You should go by the characters with the longest names. I mean, it just makes sense.
Newbonomicon |
Alright, I think I have a good grasp on what will be in Cephalon's dungeon.
The Baths
Cephalon, above all, desires luxury. As such, he has designed his dungeon around a single massive room, at least 100 feet long. This chamber is decorated with marble columns all along the side walls, and is connected to an intricate plumbing system that keeps the entire room flooded with water. All entrances and exits are fifteen feet above the floor, but have ramps leading up to them, wide enough for Cephalon (15 feet). The water level can be adjusted to any of the following.
- Completely Drained: Exactly what it sounds like. There is no water in the room.
- 1/3 Full: The water is deep enough to serve as difficult terrain for a medium or small creature. A tiny or smaller creature must make DC 10 swim checks to move.
- 2/3 Full: Medium or smaller creatures must make DC 10 swim checks to move. Large or huge creatures, such as Cephalon, treat this as difficult terrain.
- Full: All creatures huge or smaller must make DC 10 swim checks to move, otherwise it is difficult terrain.
Adjusting the water level is done in the pumping room (described later), and takes place over the course of one minute. If the water level is lowered while there are medium or smaller creatures in the baths, each must succeed at a DC 15 swim check or be pulled into the pipes.
The Descent
Behind the baths, there is a smaller room that contains the descent to the next level of the dungeon. If Cephalon's dungeon is the lowest floor, this will instead lead to the lounge.
The Hallways
All hallways in Cephalon's dungeon are at least 20 feet wide, to give the Many-Headed Lord plenty of room. The hallways can be set to any of the following configurations, via the dungeon control center on the second floor.
Standard: The hallways connect the grand entryway to the baths, with the feasting hall and the servant quarters accessible.
Direct: The hallways connect the grand entryway to the baths. Nothing else is accessible.
Indirect: The hallways connect the grand entryway to the feasting hall, and the feasting hall to the servant quarters. The baths are inaccessible.
The Grand Entryway
At the far end of the hallways, there is a large room with a highly ornate stairway leading upwards to the previous level of the dungeon. It is here that Cephalon displays any and all ill-begotten works of art he has taken from the corpses of adventurers he's devoured, typically kept on pedestals or alcoves in the walls. There is a mural on the far wall, depicting numerous hydra heads, with no body in sight. There are significantly more heads shown than Cephalon actually has.
The Feasting Hall
Down the hallway from the baths, there is a dining hall with a massive table, upon which Cephalon's servants provide his meals. There are always upwards of ten places set, all for Cephalon.
The Servant Quarters
Near the feasting hall, there is a single door, sized for a medium creature, that leads to a series of rooms too small for Cephalon to adequately move about in. This includes a sleeping area for his servants and guards, a kitchen for the preparation of his meals, a larder, and an armory. The servant quarters are the only entrance to the pumping room.
The Pumping Room
Connected to the servant quarters, there is a single room containing the numerous valves and levers necessary to maintain the baths. In addition, the room contains the magically powered boiler that heats the baths, and a valve to allow access to the piping system, allowing for unorthodox maintenance, or emergency access to the baths if there is no other way in.
If Cephalon's dungeon is the second floor, this is actually the control center for the dungeon. Otherwise, the dungeon control center also contains the necessary valves to operate the baths.
The Pipes
The labyrinthine pipe system of Cephalon's dungeon can only be accessed through the pumping room, or through one of many entrances in the baths. Each pipe has a diameter of five feet, which is wide enough for most creatures to traverse, but Cephalon would not be capable of entering without being shrunken somehow.
The pipes are filled with water unless the baths are completely drained, and require a DC 15 swim check to move through while full.
Let me know what you think!
GM_Almonihah |
Okay, it's late here... but I want to let you know my decisions. It's been hard picking, and honestly all of you would probably have been great. But like I said, I think this will be hard enough to pull off with four, much less six, so I have to make a choice.
So, without further ado, here are the final four!
Tikkik
Vladimir
The Matron
Cephalon
Now I'm going to bed, but in the morning I'll get a discussion thread up while I decide what order your levels will be in and make up the bottom floor's invading groups. For the other two of you--sorry you didn't get in. I really enjoyed your submissions. Maybe you'll have to GM a game where your dungeon lord is the big bad? ;)