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CD3: -=- THULLGRIM -=- please read last page

Ferret said:
Also I want some kind of grub like creature
If you want grubs, why not go with a grub swarm instead!

Sure, grub swarms aren't exactly in the SRD, but you can always pick one of the other swarms and call it a grub swarm. That's only a cosmetic change, like those Smoke Mephits in #4 which are just renamed Dust Mephits. If you base it on one of the lower-CR swarms, you can turn the rats into a full rat swarm instead of 8 individuals, and save the DM a lot of bookkeeping hassle...
 

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tarchon said:
I suppose you could make the swarm or the rats some kind of undead version of the creature. Maybe a swarm of rat skeletons or zombies or something.
Very cool image, but unfortunately, "by the book" it doesn't work terribly well. You'd have to make it a zombie-version of a swarm (rather than a swarm of zombies, because there's no such thing as a swarm template), which means you lose all the cool Special Attacks and Qualities of the original swarm (such as Distraction). Likewise, because of the swarming properties the "single actions only" nature of the zombie template kinda goes out the window as well. Skeleton swarm would work a little better, but "by the book" you'd still lose the Distraction SQ and such.
 

Conaill said:
Very cool image, but unfortunately, "by the book" it doesn't work terribly well. You'd have to make it a zombie-version of a swarm (rather than a swarm of zombies, because there's no such thing as a swarm template), which means you lose all the cool Special Attacks and Qualities of the original swarm (such as Distraction). Likewise, because of the swarming properties the "single actions only" nature of the zombie template kinda goes out the window as well. Skeleton swarm would work a little better, but "by the book" you'd still lose the Distraction SQ and such.
The special abilities are really not all that important - remember we were starting out with 8 ordinary rats, so it's really pretty hard to come up with a weaker encounter. By the time 8 ordinary rats get through the AoOs as they close, half are probably dead anyway (or most if any PC has Combat Reflexes). An undead swarm just simplifies the bookkeeping and gives it a little more undead dungeon flavor, even if it isn't a dire threat or anything.
Also, the zombie template allows keeping Ex qualities "that improve its melee or ranged attacks" which could pretty reasonably include Disease (Ex). It's difficult to argue that a zombie rat swarms will be less foul and unclean than living ones. I personally would also retain Distraction since if you did create a Swarm [of Zombie [Rats]] rather than a Zombie [Swarm [of Rats]] you would clearly have the Distraction ability. It's a function of the simple physical presence of the creatures, not a coordinated action requiring thought or living will of some sort.
 

Silvanos said:
I use CC2 for many of the objects, which I have a fully paid for copy of. For the floor I used a freeware bitmap, which can be used for commericial projects (Which this is not, but just in case). Editing was done in Photoshop, which I also have a paid for copy of.

I just did it using your map, I did not print out the room descriptions... WIth those finalized I can add a bit more detail. I only have some 2000 or so symbols... :D

If you want me to do the 2nd one as well, that is fine. Just let me know!

Glad you liked it.

Drew
All right, you're it !

Please do the maps for CD2 and CD3. Render them in a smaller version than the one you previously submitted.
 

Trainz said:
All right, you're it !

Please do the maps for CD2 and CD3. Render them in a smaller version than the one you previously submitted.


How big do you want them? That on is 4000 x 2500 if I remember right.

For editing it is sometimes better to have it a bit larger, and then have the editor resize it... For now I will bring it down by half, and see where we are. I take it you want a Black and White one as well?

Finally can someone point me to the CD 2 Thread? I do not have the search feature...

*Edit* I also need to know what format works best for you. .jpg, .bmp, .gif, .psd, .pcx, or .png?

Drew
 
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Silvanos said:
How big do you want them? That on is 4000 x 2500 if I remember right.

For editing it is sometimes better to have it a bit larger, and then have the editor resize it... For now I will bring it down by half, and see where we are. I take it you want a Black and White one as well?

Finally can someone point me to the CD 2 Thread? I do not have the search feature...

*Edit* I also need to know what format works best for you. .jpg, .bmp, .gif, .psd, .pcx, or .png?

Drew
No black and white. Color is sufficient. If we ever need a B&W, I'll do it (grey scale in paintshop, takes 1 second).

I think Mark wants it in .tif . He'll have to confirm that.

Attached to this post is CD2's map.

Thanks !
 

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Trainz said:
No black and white. Color is sufficient. If we ever need a B&W, I'll do it (grey scale in paintshop, takes 1 second).

I think Mark wants it in .tif . He'll have to confirm that.

Attached to this post is CD2's map.

Thanks !

Leave it to the artist to convert is to B&W, Trainz. That way they can check their own work and be sure it is up to their standards. JPG and TIF (both) would be nice. So that'd be four files, zipped, please.
 

Mark said:
Leave it to the artist to convert is to B&W, Trainz. That way they can check their own work and be sure it is up to their standards. JPG and TIF (both) would be nice. So that'd be four files, zipped, please.


Ok. I'll get it all done on Sunday.

Drew
 

Coop 3 maps are done. It is an 8 meg zip. Those Tiff's are rather large...

Coop 3 Maps. 4 - 2 JPG 2 TIFF

I'll leave that file up for 48 hours. I don't want to use up my bandwidth on it... :p

Ok on Coop 2. I am 99% done with the actual layout. One question though. Just to the left of the number 2 is something... Your key in post one of this thread says monolith. But it almost likkes like bars on the map... Can you give me a Discription of what it actually is so I can work something up for it?

Thanks!
 

Silvanos said:
Coop 3 maps are done. It is an 8 meg zip. Those Tiff's are rather large...

Coop 3 Maps. 4 - 2 JPG 2 TIFF

I'll leave that file up for 48 hours. I don't want to use up my bandwidth on it... :p

Ok on Coop 2. I am 99% done with the actual layout. One question though. Just to the left of the number 2 is something... Your key in post one of this thread says monolith. But it almost likkes like bars on the map... Can you give me a Discription of what it actually is so I can work something up for it?

Thanks!
You are right, these aren't monolifhts, they're just place holders to show where the illusion of a wall is. Here's the description:


Trapped hallway
Rm. 2 contributed by Lucas “Matafuego” Martin



Door: Heavy Iron - Heightened Major Image DC 17 will save to disbelief if interacted with. See below for details.

The sewage in this area is thicker with sludge floating on top. There are some torches hanging on the walls but they are not lit. There's also a small inscription carved on the wall, it says in common tongue "Only one school will let you in". There are also two humanoid skulls in opposite recesses in the walls. They are facing each other. At the end of the Hall beside an iron door with no handles or key holes. There are several pushbuttons with drawings on them. Sewage still flows through a visible grate below the door.



Traps:

The torches start 20 feet from the door with one every 10 feet on each side.



Oil Rain Trap
If any person entering this room lifts, moves or lights a torch a small rain begins to pour in the area. It's not sewage that's falling from the ceiling, it's a very flammable oil. Followed by a Tindertwig mechanism that lights it the following round. Treat as a non-magical Fireball Trap. (5d6 fire, DC 14 Reflex save for half damage. No reset but after the initial blast the oil drips for two rounds coating the characters in flammable oil doing continuous damage (1d6) and likely to burst into flame unless cleaned off. To remove the oil requires an alcohol of some type or the removal of the outer layer of clothing. );
SearchDC 21; Disable Device 21 (If disabled it allows someone to lift, light and/or move a torch). Unlike a regular fireball there is a risk of catching Fire (DC 15 Reflex save every round or 1d6 fire / round). CR 5.

The thicker sewage is caused by oil residue. The filth covers the oil’s particular smell unless the person in the room has the Scent feat it won’t be recognized by smell alone. If anyone gets a fire near the sewage, the whole room catches on fire and anyone standing in the sewage (within 40 feet of the door) must make a Reflex saving Throw (DC 15) to avoid catching on fire as well. If anyone tries to put out the flames from the Oil Rain trap by using the "oiled sewage" they suffer an additional 1d6 fire damage and fails at thier attempt to put out the fire.



When passing by the skulls a silver coin must be put into their mouth (or anything that weighs as much), otherwise a Burnt Othur Vapor Trap activates itself as soon as the first person crosses the gazes of the skulls. (CR 7; all targets in a 10 ft radius of each skull; poison: Fortitude DC 18; onset delay: 3 rounds; 1 Con (perm)/ 3d6 Con; Search DC 21; Disable Device 21) After a round the skull will tilt the coin back in its mouth to a holding area. This area can be found on a Search DC 20, and opened with a Disable Device DC 18. There are 12 silver coins at present in the cavity.



Each drawing on the faces of the buttons represents a School of Magic (Knowledge (Arcana) DC 10).
Finally the answer to the carved riddle is "The School of Illusion" however the plates must not be pressed, the door itself is an illusion. If anyone presses a button a Shocking Grasp deals 2d6 electricity damage to him, no saving throw allowed. (CR 2; magic; touch trigger; Shocking grasp Caster level 2nd; Search DC 26; Disable Device 26)

Notes: Anyone who belongs to the Guild is familiar with all the traps and how to bypass them. Whenever anyone is "invited into the headquarters" they are blindfolded and guided.
 

Into the Woods

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