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Trainz, or anyone else know how progress on CD 3 is going?
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<blockquote data-quote="tarchon" data-source="post: 1988334" data-attributes="member: 5990"><p>Note - CD3 spoilers! (such as they are)</p><p></p><p></p><p></p><p></p><p></p><p>OK, CD3 contributors: Some rooms have undergone some changes beyond grammar and math, which I will now post so that if someone has a strong objection, it can be noted. If someone has a strong objection and a better suggestion, that may be acted upon. Do it soon though.</p><p></p><p>If I don't list it, there probably aren't any major changes, but don't be surprised if the formatting and language have been reworked extensively throughout.</p><p></p><p>Room 1 - the zombies are now listed by sex and species, with an eye to making them look like a typical adventuring party.</p><p></p><p>Room 3 - the zombies are now bugbear zombies, since they already had the stats of bugbear zombies and human zombies are too wimpy.</p><p></p><p>Room 4 - the smoke trap has been changed to a spot/listen encounter mechanic since the mephits actually activate it.</p><p></p><p>Room 5 - the Caretaker now has keys for various rooms and a sustaining spoon.</p><p></p><p>Room 6 - the Large spider is now an animated object, the exoskeletal corpse of a Medium spider - this is to explain away the ecology problem and to tweak the issue of a 10 ft wide monster in a 25 ft. room. The read-aloud also now describes what an ettercap looks like, in an OGL compatible way.</p><p></p><p>Room 7 - Cookie's skills changed to match his class, smokehole added to ceiling to make it more kitchen-like and to explain how he gets things in and out of the crypt. Also added a (slimy) cauldron and small open hearth under the smokehole.</p><p></p><p>Room 8 - Sir Merinol now definitely has 1 negative level from the sword.</p><p></p><p>Room 9 - big changes in the backstory, but the actual encounter is mostly the same. </p><p>"Encounter (EL 6): This room’s floor, unlike the rest of the crypt, has no paving stone laid over it. Four zombie gravediggers occupied this room until recently, when a pair of ferocious and invisible plant monsters crawled their way up from below through the loose dirt, perhaps following the tunnels of a giant badger or some other large burrowing creature. The cultists had ordered the zombies to dig graves here in the remote past, and, left by themselves, they labored on, digging grave after grave that inevitably filled with the dirt from the next excavation, until the recent arrival of the phantom fungi. These intruders quickly devoured the zombies in their entirety, save for the blood absorbed into the dirt. A Search check (DC 30) anywhere in the room reveals that there are traces of blood in the dirt and along the edges of the walls. There are also fragments of old bones and clothing from the zombies and bodies that the zombies had unwittingly exhumed and inhumed a thousand times over but little else. After eating the zombies, the first of the phantom fungi died of a necromantic disease, perhaps contracted from its recent meal of unholy animated flesh. This disease killed and raised the fungus as a ghostly parasite, the other barely staving off a similar fate. The sickly but still-living fungus waits impatiently for something to come to it, hoping to avoid slow and painful starvation."</p><p>The human workmen obviously didn't work so well in the current sealed form of the dungeon, and I wanted to make the burrowing fungi sound more plausible.</p><p></p><p>Room 11 - magic mouth is now permanent and has stats for detect/disable as a trap.</p><p></p><p>Several doors have been spiced up and detailed a bit, but you'll have to get the PDF for that.</p></blockquote><p></p>
[QUOTE="tarchon, post: 1988334, member: 5990"] Note - CD3 spoilers! (such as they are) OK, CD3 contributors: Some rooms have undergone some changes beyond grammar and math, which I will now post so that if someone has a strong objection, it can be noted. If someone has a strong objection and a better suggestion, that may be acted upon. Do it soon though. If I don't list it, there probably aren't any major changes, but don't be surprised if the formatting and language have been reworked extensively throughout. Room 1 - the zombies are now listed by sex and species, with an eye to making them look like a typical adventuring party. Room 3 - the zombies are now bugbear zombies, since they already had the stats of bugbear zombies and human zombies are too wimpy. Room 4 - the smoke trap has been changed to a spot/listen encounter mechanic since the mephits actually activate it. Room 5 - the Caretaker now has keys for various rooms and a sustaining spoon. Room 6 - the Large spider is now an animated object, the exoskeletal corpse of a Medium spider - this is to explain away the ecology problem and to tweak the issue of a 10 ft wide monster in a 25 ft. room. The read-aloud also now describes what an ettercap looks like, in an OGL compatible way. Room 7 - Cookie's skills changed to match his class, smokehole added to ceiling to make it more kitchen-like and to explain how he gets things in and out of the crypt. Also added a (slimy) cauldron and small open hearth under the smokehole. Room 8 - Sir Merinol now definitely has 1 negative level from the sword. Room 9 - big changes in the backstory, but the actual encounter is mostly the same. "Encounter (EL 6): This room’s floor, unlike the rest of the crypt, has no paving stone laid over it. Four zombie gravediggers occupied this room until recently, when a pair of ferocious and invisible plant monsters crawled their way up from below through the loose dirt, perhaps following the tunnels of a giant badger or some other large burrowing creature. The cultists had ordered the zombies to dig graves here in the remote past, and, left by themselves, they labored on, digging grave after grave that inevitably filled with the dirt from the next excavation, until the recent arrival of the phantom fungi. These intruders quickly devoured the zombies in their entirety, save for the blood absorbed into the dirt. A Search check (DC 30) anywhere in the room reveals that there are traces of blood in the dirt and along the edges of the walls. There are also fragments of old bones and clothing from the zombies and bodies that the zombies had unwittingly exhumed and inhumed a thousand times over but little else. After eating the zombies, the first of the phantom fungi died of a necromantic disease, perhaps contracted from its recent meal of unholy animated flesh. This disease killed and raised the fungus as a ghostly parasite, the other barely staving off a similar fate. The sickly but still-living fungus waits impatiently for something to come to it, hoping to avoid slow and painful starvation." The human workmen obviously didn't work so well in the current sealed form of the dungeon, and I wanted to make the burrowing fungi sound more plausible. Room 11 - magic mouth is now permanent and has stats for detect/disable as a trap. Several doors have been spiced up and detailed a bit, but you'll have to get the PDF for that. [/QUOTE]
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