Area Name.......Manticore Lair Location........Bloodmound Hills Size............10 rooms Room numbers....1890-1899 Mob numbers.....1890-1895 (6 max) Obj numbers.....1890-1899 Builder: UNASSIGNED(Open) Posted: 01/30/02 Description: Manticores have been sighted in the deep Bloodmound Hills. They feed on gnomes, orcs, gnolls, werewolves, anything they can find when they take to the sky. You will be building their lair. The area is pretty small, a tiny cave/cavern complex with a couple rooms outside it. All the rooms should not be used inside the caves. Inside the cave it should smell very disgusting, with rotting corpses all over the place. There should be bones with rotting flesh on them, and chewed-on bones. Think of an unclean animal and what its den would look and smell like. Manticores have the body of a lion, the head of a man with a beard, and huge bats' wings. They have a long tail which has razor sharp spikes sticking out of it which they can launch at their foes. This might be coded into the game eventually as a monster flag. Monster specifics: Manticores should be from 8-10th level, *balanced normally. "Manticore" doesnt have to be the only name you use. You can also vary the names based on their fur color or age: grey-maned manticore, manticore cub, red-bearded manticore, etc...They should all be aggro, save maybe the young. They should also have an alignment range of -50 to -20, and drop around 500 to 1000 gold. They should be very strong and dextrous, have high constitution, and have low intelligence and piety. Drops: Manticores would drop things like manticore spikes, gems of various types, half-eaten bones, manticore hides, manticore manes, etc... ------------------------------------------------------ Area Name.......Giant frog spawning ground Location........Lower Durgas River Size............4 rooms Room numbers....4896-4899 Mob numbers.....4896-4899 Obj numbers.....4896-4899 Builder: UNASSIGNED(Open) Posted: 01/31/02 Description: This part of the lower Durgas River is known for its giant frogs. In nearby Tradetown, their legs are sought after as a very rich delicacy. They aren't that easy to aquire though. The area they live in is only four rooms really. Two rooms should be above ground, and two should be below. One should be an egg chamber, and should be the only place where young would be. Below water rooms need the player harm and water flags set. The two above water rooms will actually be IN the river, but wading in the shallows. The current is strong, so the Difficult Move room flag, along with the water room flag needs to be set there, as well as the "environment destroys dropped items" flag. Monster specifics: Giant frogs need to be from level 4 to level 6, *balanced normally or weak. They will show up in 2s. "giant frog" is not the name that should be used for them. More descriptive names should be chosen. A max number of 6 mobs should ever be allowed to be in any one room in this area, and the traffic needs to be no higher than 30%. Giant frogs are poisonous, so they need the poisons flag. Female frogs, in the underwater rooms, should be aggro, because they defend their young. Giant frogs drop no gold. They should have average strength, high dex, normal con, and animal int and pie. They are neutral in alignment. Drops: They will drop giant frog membranes, giant frog legs, a frog's tongue, and maybe frog slime. ------------------------------------------------------ Area Name.......Owlbears! Location........Druidwood Size............20 rooms Room numbers....8600-8619 Mob numbers.....8600-8619 Obj numbers.....8600-8619 Description: In the deep Druidwood, there is a druid enclave where the center of the Order for the southern lands is. In the forest before you get there, is a maze-like area of trees, with a hole leading to an owlbear den in it. The owlbears are charmed by the druids to guard the enclave. This area constitutes the maze of trees, as well as the hole and the den inside. Monsters: Owlbears should be from levels 9 to 12, balanced buff. Owlbears are vicious creatures, with the body of a bear and the head of a huge owl. They have razor-sharp claws, a razor-sharp beak, and they are as strong as a hill giant. They are fanatically territorial, and usually only magic can control them. They should be extremely strong, be relatively dextrous, have a very high constitution, and have animal int and pie. Names should not just be "owlbear", but should reflect color and age. Owlbears are strictly neutral in alignment. They drop no gold. They should be aggro evil AND aggro good. Only neutrals are safe from them. ONE type of them needs to be random-aggro. Drops: They'd drop owlbear feathers (of various colors), owlbear claws, other things u can think of that make sense.