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Post by Acaos on Apr 2, 2009 5:31:58 GMT
We have several new areas coming soon. Among them are such amazing things as fear, surprise, and a fanatical devotion to FunkySwerve ... also, the Catacombs of Dulvuroth. The twisting tunnels underneath the Arctic Wastes and Uroboros Peak hold things worse than dragons ... The Catacombs are designed for parties of 5 level 50-55 characters and are a two-map area.
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Post by MightyKhan on Apr 2, 2009 8:52:13 GMT
what sort of monsters can we expect? undead? necromancers? demons? lots of blackguards & baneknights?
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Post by FunkySwerve on Apr 2, 2009 9:13:31 GMT
Undead and cold critters. Here's the non-boss creature name list, though we won't be releasing any more info than that. Nearly all are pulled straight from source material.
Frostbite Swarm (HG original) Snow Spider Chilblain Frozen Arcanist (Uro) Frozen Wraith (Uro) Entombed Icegaunt Quell Spectral Lyrist Voidwraith Ice Weird Qorrashi Ice Golem Ice Gargoyle Marzanna (Winter Hag)
Funky
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Post by MurphysLawAgain on Apr 2, 2009 9:20:00 GMT
I always find it difficult to pitch these ... so how are these ones?
Bonehandled Kukri
Kukri +2d12 Neg Keen Adds +1 to Mortal Strike DC
Helm of the Dark Vision Worn by the archlich Oh Bac On this helm appears to be made of thin wires. On closer inspection, these are the optic nerves of many creatures, coated in yugoleth ichor and bound tightly together. For those willing to wear this foul headgear it confers some additional power, but only the truly damned will don it.
Adds +1 to DC for Eyebite, Phantasmal Killer & Rainbow Pattern +16 Deflection +12 Int +12 Wis Only worn by Evil Immune Spells lvl6 and below
Bloody Boots This macabre footwear has been drenched in the blood of thousands of sacrifices. It has absorbed power down the ages and leaves everchanging bloody footprints behind it
+16 Dodge +25% Immune Neg Immune Vamp Touch, Lifeblight Has 3 per day uses to add +10 Vamp Regen to the weapon in the main hand. Effect wears off when boots are removed
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Post by MightyKhan on Apr 2, 2009 9:54:17 GMT
[weapon] of Black Ice +13 20% chance of adding +4d10 negative damage 40% chance of adding +6d10 cold damage Cold and negative energy bursts upon scoring critical hits. Small AoE: 4d10 neg and 6d10 cold damage. Freezes target if it failed a fort save vs DC 54. Casting the BG flame weapon spell at such a weapon gives it +2 enhancement (+15 total) in addition to the normal bonuses.
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Post by Acaos on Apr 2, 2009 15:18:19 GMT
The megadamage weapons in this area will be Cold/Negative.
Acaos
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Post by simpetar on Apr 2, 2009 20:30:42 GMT
Torture (gloves)
16 Armor AC (deflection) 18 Armor AC versus Good (deflection) 10% phys. imm. 5% positive imm. Sneak Attack 1d6 Greater Spell Focus: Necromancy
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Post by MurphysLawAgain on Apr 2, 2009 21:03:40 GMT
Soul Jar
This tiny jar is covered with an intricate carvings. Only those who have held it for a while come to know that it shows the last occupant. When the jar contains soul gems, you can watch as the soul of the latest occupant writhes in agony, tormented by the magic of the jar. By storing soul gems in a soul jar, you gain a source of power that can be tapped during a run
1) Instant Res (as per stone of rebirth) Consumes 4 gems 2) Greater Restoration Consumes 2 gems 3) Upgrade Eyebite to an AoE for 10 rounds (Consumes 1 gem)
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Apr 2, 2009 22:25:52 GMT
Abhorrent Cold - a single use consumable casts a cold damage only Hellball Frozen Tooth - improves DC of Stonehold Spells by 1
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Post by dodrudon on Apr 4, 2009 20:37:59 GMT
Unholy Icicle (ammy) --- This blood-red icicle is, well, pure blood. It pulses sinisterly in your hand, and seems to suck the life right out of you. --- For a portion of your HP, you can cast the following spells: - Negative Energy Burst: 15% of max HP - Doom (no save): 15% of max HP - Cause Critical Wounds (with Heal skill being double CL): you take half damage the target does
Gives BG and PM spellslots, Extra Turning, and 25% immunity to Negative Energy.
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Post by the1kobra on Apr 4, 2009 23:11:13 GMT
'Glass' Series weapons. Not technically megadamage weapons... but... The concept came from the Ultima series, Glass swords were really powerful weapons, but they would shatter after a single use, so you would use them on REALLY tough things. I was wondering if something similar could be implemented for HG... 'Glass' weapons: Weapons in this subset are: Dagger, Kukri, Shortsword, Rapier, Scimitar, Longsword, Katana, Bastard Sword, Greatsword, Battleaxe, handaxe, greataxe, dwarven waraxe, double scimitar, falchion, double sword, double axe. +5d12 elemental (One of: Acid/elec/fire/cold/sonic) +5d12 elemental +5d12 exotic (One of: Divine/Magic/Positive/Negative) +5d12 exotic Keen White light 20m. Each 'glass' item starts with 25 charges. Whenever a 'glass' weapon hits a foe, it spends one charge. When it reaches 0 charges, the weapon breaks, forever gone. Due to how the weapons are constructed, they cannot ever regain charges, aka, no electrifying them.
Edit to add: Description Glass weapons, despite the name, are not truly made out of glass. They are made out of a mixture of ice and obsidian that have both absorbed natural magical energy in their habitats. The materials are then melted and combined, and bombarded with raw energy at certain points in the forging process. The result of such work is an immensely powerful, yet fragile material. This material is then shaped into a weapon. These weapons get their name because like glass, they will eventually shatter after used enough times. They are beautiful weapons, their blades gleam in bright light.
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Post by kaezar on Apr 6, 2009 17:47:32 GMT
Acaos, is there any source material on Dulvuroth, or is it created just for HG? I confess I'm at a bit of loss for style in creating items for this place. At least to me, "Catacombs" implies a relationship to something else (the kingdom, city, whatever that buried ppl and not-ppl there), and without knowing what that something else is it becomes hard to figure out what should be there.
Take care kaezar
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Post by FunkySwerve on Apr 6, 2009 18:15:48 GMT
It's unique to HG, though there's plenty of source material on most of the inhabitants.
Funky
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Post by MurphysLawAgain on Apr 6, 2009 18:27:53 GMT
Quell's addition. Drinking this potion then casting the necromantic epic Death of Magic will have the effect of causing 20 - 200 points of magic damage to any creature who casts a spell (as well as blocking the original cast). The effect lasts for the duration of the epic.
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Post by bort on Apr 7, 2009 7:03:30 GMT
A set of exotic only Ranger shortbows please!
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