I'm useless at remembering to take screenshots in playtests. Here's the entrance where the workers' bodies have been unceremoniously dumped.
Nothing unsurmountable in the playtest, and might put up a link to share soon and get feedback on fleshing out with flavour text. The tomb is more about traps and puzzles, but the few combat encounters can be nasty due to resistances the creatures have. Thing I'm happiest I got working first time is - once inside the Mud Sorcerer's Tomb - any spell cast that calls on water/earth elements (including cold/acid) has a 50% chance of summoning a rogue elemental instead. Caused a few shocks for good old Brigit Chandler in the test run ;) . This worked so well, I might try something similar for the next adventure I'm due to face, when the PCs go up against the druids - reminds me of a spell my cleric in an old PnP game devised called 'Congregation' that could subvert any summoned creaturre called in a certain radius of the PC, making it an good celestial allied to the cleric, rather than the intended creature.
Belated congrats to the recent Hall of Famers - Amraphael and EC Patterson. Very well deserved!
4 comments:
Dusty! I like it! I wonder if you should make the adventuring part roll d20 against allergens? :p
You never cease to amaze me Wyrin with your output. So glad we haven't seen the last of your work!
Thanks for mentioning me. Glad to have you back in the toolset-swamp. It's amazing that you find the time. I'm still thinking and dreaming about my gladiator manager module but don't dare to open the TS as I'm onto a new demanding job again and a MiniAmraphael on his/her way.
Just have to mantion that my group still plays WPM a few hours once a week, sucking every little XP out of it :) I think we have about 4 SQs left and then ending the MQ. Yesterday we finished one of my areas which was fun to visit after so long. Not as pretty as I remembered but the Snake and the Tower is really cool.
More, more updates! :) How has the summer treated you?
___
call New Zealand
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