Silgrad Tower from the Ashes

Full Version: EGRD0102 "Bereft Rootworm" (Claimed)
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Official 'Black Marsh' Claim for Dungeon Claim: Bereft Rootworm



[/HR]

Bereft Rootworm
AVAILABILITY: Claimed by anubis100


[/HR]

[Image: Everglades05.jpg]

[Image: Rootworm01.jpg]


[/HR]

Description & Details


[/HR]

The Bereft Rootworm lies in the middle of the Everglades very close to Rottmere's Folly, the crumbling bridge that spans the region. Rootworms are (or were) common in this area and normally protected by Argonian tribes but, like many rootworms lately, this has become prey to parasites.

The first areas of this rootworm will be submerged in water and sinking deeper as you plummet into its belly but you might just find a door where the innards have not been totally saturated. What you find there is up to you!

This dungeon is likely to be used in connection with any number of quests so please consult the core before deciding to employ a quest idea in here.


[/HR]

At-a-glance Details


[/HR]

Tileset: Dead Rootworm
Exterior cell coordinates: (-5,1)
Cell Name: BereftRootworm
Claim Difficulty: Medium.
Creatures: Mantis, Rootmould creatures and perhaps Naga. 3-5 for medium levels.
Mission Connections: None as yet.
Amount of Loot: Medium (according to the above).
General Info: Check this space for a link to a thread detailing completed claims and future plans.


[/HR]

Modding Directions


[/HR]

You'll find the entrance for the ruin in the cell BereftRootworm (-5,1) of the BlackMarshes worldspace. Use the latest esm (v2.32) or a higher version.

Don't forget to select snap to grid (32-64) and snap to angle, when creating the lay-out for your ruin.

You have to use the new Dead Rootworm tileset (Static>Blackmarsh>architecture>wormtunnels>).

If plans for these tunnels extend, then it's fine to add more than the two levels as suggested. Just give the new cell the same name, except for the last part which should receive a suffix such as lvl1, lvl2 etc.


[/HR]

Recommended Objects


[/HR]

For any traps I recommend using the 'Fibrillating Polyps' in the Activators>blackmarsh section. There are a variety available.

We also have a series of containers for storing objects (and liquids). See Containers>blackmarsh to find the worm columns, festering boils and lymphatic glands.

Don't forget to add the flora varieties of suppurating polyps, virulent polyps and wet gristle. These are found under Flora>blackmarsh>architecture.

You might use the swamp gloshrooms along with a light to make things a little less murky but possibly not the oilplants, as detailed below.

Under Doors>blackmarsh>wormtunnels you will find a selection of doors.

For inspiration check existing root-tunnel ruins from the SI collection.


[/HR]

Cluttering your Dungeon


[/HR]

You should use leveled lists for the loot but the ruin may be being used by some person or creature so you may wish to select accordingly. I would strongly recommend using potions as loot such as the root gall potion, wormblood vessel, wormbone horn and wormguts vessel. Additionally, ask around the forums for special loot if you wish to add some character to the ruin such as a swallowed victim etc.

There could possibly be some gems, armor, weapons, gold, and other loot from travelling adventurers. If magic-users have attempted to examine the tunnels, then you’d find ingredients, books, potions, and other mage-related items. Some special items for Naga and those practising Bhuru magic might also be found - for example, we have a nice range of specialist staffs.

The preferred type of enemy for this ruin is listed at the top of this thread. You might be able to do something else though if you want - just check with the core first and we'll discuss this. However, for the time being, please keep to the vanilla levelled lists which can later be replaced.


[/HR]

Lighting up your Dungeon


[/HR]

Please look in the object window for any of BM's own candles such as Glo-shrooms but probably not oilplants as, being underground, it is unrealistic considering the fact that underground gases would be likely to cause explosions....especially in a dead, flatulent rootworm =). But your interior can be as dark or as light as you want it to be, probably depending on whether the separate areas were densely populated by Naga or not. For a good example of excellent use of light of the very, very dark variety which really improves the gameplay of a ruin or tomb, I would advise checking out the early sections of ‘Gates to Aesgaard’ by ThePriest909 which makes for a sensationally spooky and jumpy gaming experience.


[/HR]

Making Enemies


[/HR]

The function of this ruin is up to you but, so that we can adapt it in places where quests use this location, please stick to the levelled lists for now....unless you have cleared your plans for what to use with the core already by using the forums or a PM. Try to make it interesting for the player, of course. If you have any specific ideas then let the core know about it.


[/HR]

Final Tasks


[/HR]

Add a pathgrid to the tunnels. Playtest the entire layout and make any necessary corrections before submitting it for review.

NB: - Thanks to the 'Silgrad Tower' team for pioneering the claims system and for being such excellent all-round good eggs around these forums.
If this still needs pending i would be glad to claim it if anyone hasent! Smile
By all means, anubis100! I'm just about to send you our files but I'll mark this as claimed. Are you okay with dungeon modding? Please check the instructions and also bear in mind that the 'Mortified Rootworm' at -19,8 in the BM worldspace is a good example of a completed rootworm level so you know what you can use and so on. My favourite enemy, the Mantis, tend to inhabit these places.

Claim granted. :check:
Today i will read all the possible tutorials you guys posted here. Tomorrow i will start working. I will do my best. (I have allredy printed this side and i am makeing sketches) Smile
Cool! Nice to hear it, anubis100.....I'll look forward to seeing what you come up with.
Interior cell done and going for the details. (Lvl 1 the sunken area allredy detailed.) -clutter and that stuff.
Good to hear, anubis100. I'm sure we will look forward to seeing how you tweak things. Smile

Koniption
Great news to know that there is another dungeon on the way. Feel free to post up your esp as it is for me to check if needs be. The first around, there is likely to be lots of suggestions I can make for how to make best use of the models but, for the time being, just use the instructions in the OP.