The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
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Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
Nah, I've already got a good saving throw bonus against fire, and I doubt that the flames are going to cause more than 15 damage per round. If I'm wrong and start taking heavy damage then I'll come on back.
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As you enter, a pillar of flame goes right through you, dealing 12d6=36 fire damage. Your sword has to save vs. magical fire or be destroyed (it saves). I figure your flame resistance will cut off around a third of that, so 24 damage. (ouch)
Going back, you take a better look from the outside of the room. There's no lever or anything on the other side to turn the flames off.
Imran:
As you enter the pillar room, the floor flashes. Sections of wall come up between the pillars, forming a maze. The floor stops flashing.
Are you going to try and navigate the maze?
Rand:
There's an official item in BG that does that? I'll allow it, but only for 1st-level spells. (You have enough already.)
Christianity: The belief that a cosmic Jewish Zombie who was his own father can make you live forever if you symbolically eat his flesh and telepathically tell him you accept him as your master, so he can remove an evil force from your soul that is present in humanity because a rib-woman was convinced by a talking snake to eat from a magical tree...
Yeah, In guess. And oh, I just remember I remembered wrong. There's a MAGE ring giving double first level spells, and a druids ring giving one extra spell of all levels. Can I have the latter one?
Fire and ice and death awaiting. But he was steel, he was steel.
Rand: Yeah, sure. Go ahead. Won't make much difference, anyway.
Now, about this maze... the orientation of the walls changes a little each time you go through it. So does the exit.
Okay, you need to roll a 1, 2, or 3 on a 1d100 to successfully navigate the pillar maze. *rolls* You roll a 16. No combat as you go back to the beginning of the maze (you have a ball of string).
Second attempt, you need to get 7 or better... and you roll 8. Sorry, just missed it.
Third attempt, 11 or better... you get 88. That means *looks up encounter table* eight ogres ambush you as you try to fight your way back.
No... I think I'll start praying again.... really, really hard too... and on my next turn i think I'll summon some insects. Unless people are in danger of dying.
Guess they were right when they talked about no atheists in forxholes... or dungeons. (wait... do nature spirits count as gods?)
Fire and ice and death awaiting. But he was steel, he was steel.
I'll activate my Protective Aura as a free action and cast Symbol of Pain on my attack.
Edit: Dammitall, I just realized that I can cast Resist Elements as an ability. We can still go through that flaming room without much trouble, once we're done with the ogres.
Loin: Symbol of Pain on ogre 5. 14 damage (Loin, what does this spell do, actually?)
Patashu: Attacking ogre 7. Rolls 19, hits, 4 damage. Stun attempt fails.
Christianity: The belief that a cosmic Jewish Zombie who was his own father can make you live forever if you symbolically eat his flesh and telepathically tell him you accept him as your master, so he can remove an evil force from your soul that is present in humanity because a rib-woman was convinced by a talking snake to eat from a magical tree...
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