Lair Larrikin
Posts: 17
Joined: Tuesday, 12th June 2012, 05:56
Portal vault ideas! Please critique, add, or subtract ideas!
Branch Spawned: Anywhere
Monsters: rats, bats, snakes, cockroaches (for weaker dragons); undead humans, (for ice dragon), skeletal warriors (for shadow/golden dragons), drakes coordinating with dragon color, a random dragon OR draconians at the end
Loot: gold, a randart (with stronger dragons) or a ring or two (weaker dragons)
Description: In lower levels of the dungeon, these portal vaults spawn weaker dragons. Deeper in the dungeon, the end dragons are more likely to be stronger. Stronger dragons guard more worthy loot. There should also be a chance to get a draconian ending, where a pack of draconians guard their treasures.
Messages: None.
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Name: Dwarven Workshop
Branch Spawned: Possibly Elven Halls exclusive
Monsters: mostly dwarves, maybe an orc or elf here or there, golems
Loot: a few wands (with a high chance for one of them to be heal wounds, hasting, teleportation), recharging scrolls, gold
Description: These portals could spawn in the Elven Halls, giving those who can navigate their way through the infamously tedious elves in time a useful device.
Messages:
Entering the level:
In the distance: You hear the distant pounding of hammers.
Getting closer: You hear hammers heavily clanging against metal.
Upon portal closing: The pounding hammers fade to silence.
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Name: Elven Library
Branch Spawned: Earlier levels of the dungeon
Monsters: Spellcasters of various intelligent creatures
Loot: A couple of scrolls, books (no gold - libraries are free!)
Description: All books are randart with ONE spell per book. Maybe five or so will spawn, but the chances of getting repeats or lower level spells are VERY likely (though there's still that tiny chance to get something nice). Depicting a library would be difficult to do, and it does seem like a watered down version of a wizlab, but it has the potential to help players early on. Spell casters, however, also have a chance to kill players early (especially those who can't see invisible).
Message: None.
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Name: Religious Temple
Branch Spawned: Anywhere
Monsters: Intelligent monsters OR butterflies
Loot: Varies (read description)
Description: Each "temple" will generate based on a randomly selected god. Monsters spawned are "followers" of the god and possess skills accordingly (i.e. Trog's worshippers will berserk, Yredelemnul/Kiku worshippers will keep raising the dead, Xom's temple will have teleport traps/unreachable treasures, Elyvilon's will have butterflies/friendlies but loot will only include a curing potion, heal wounds, or two). Loot will also vary from god to god. As before mentioned, Xom's prizes could be decent, but unreachable. Trog's could be spellbooks, engulfed in roaring flames. Zin would have gold at the altar. If you happen to be lucky enough to get your own god, all monsters will be friendly or neutral.
Message: None.
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Name: Whirlpool/Sunken Ship
Branch Spawned: Shoals only
Monsters: various merfolk, fish, octopode, a kraken
Loot: gold, a ring or two, chance for a randart
Description: An alternative to this would be a sunken ship. These should spawn at the outer reaches of a shoals map, to almost ensure they are found in deep water. Plus, it gives adventurers the chance to encounter a kraken or lose levitation while trying to find one. Inside, monsters would be similar to shoals, but possibly more specific to the variatons of the branch.
Message: None.