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Archived from groups: rec.games.roguelike.nethack (More info?)
From another thread:
>> If carrying meatloaf when entering Fort Ludios, the alarm changes to or is
>> accompanied by "Someone shrieks "Eddie!'"
>> ("One from the vaults.")
>Hmmm... there's no 'ice vault', is there?
When you arrive in this level, the first thing you do is slip and fall on the ice. As you move around the level, you continue to have a chance to slip and fall and move d6 in a random direction.
With the exception of possibly a few boulders, this looks like the Bigroom. But, as you move around, you run into walls -- since the ice is perfectly clear; except where you see reflections. So of course all monsters would show in multiple reflections (wear blindfold or be confused for d6 turns if more than 2d6 monsters in view?).
All fire effects; eg melting; would only be effective d6 turns. All potions not in a bag, box, or sack would have a random chance of freezing and exploding. Corpses would not rot. Without cold resistance, a PC would take d3 damage per turn.
Monsters would consist of blue jellys, floating eyes, ice trolls, white dragons, etc.
The downstairs room would have a constant wind blowing the PC away from the stairs. The icy blast would be coming from the mouth of a face on the wall. (Females would be immune to the cold of this wind?) Iron hooks and pickaxes could be useful here to pull against the wind. Carrying the Amulet would make you "wind proof".
Of course, this would be a no dig (down) level.
Any other suggestions?
From another thread:
>> If carrying meatloaf when entering Fort Ludios, the alarm changes to or is
>> accompanied by "Someone shrieks "Eddie!'"
>> ("One from the vaults.")
>Hmmm... there's no 'ice vault', is there?
When you arrive in this level, the first thing you do is slip and fall on the ice. As you move around the level, you continue to have a chance to slip and fall and move d6 in a random direction.
With the exception of possibly a few boulders, this looks like the Bigroom. But, as you move around, you run into walls -- since the ice is perfectly clear; except where you see reflections. So of course all monsters would show in multiple reflections (wear blindfold or be confused for d6 turns if more than 2d6 monsters in view?).
All fire effects; eg melting; would only be effective d6 turns. All potions not in a bag, box, or sack would have a random chance of freezing and exploding. Corpses would not rot. Without cold resistance, a PC would take d3 damage per turn.
Monsters would consist of blue jellys, floating eyes, ice trolls, white dragons, etc.
The downstairs room would have a constant wind blowing the PC away from the stairs. The icy blast would be coming from the mouth of a face on the wall. (Females would be immune to the cold of this wind?) Iron hooks and pickaxes could be useful here to pull against the wind. Carrying the Amulet would make you "wind proof".
Of course, this would be a no dig (down) level.
Any other suggestions?