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Topics - Pandip

#41
Placeholder...
#42
Suggestions / Increase gold rewards on quests
February 17, 2023, 03:43:45 AM
I know we are very early in the new setting.

I know that it is really easy to complain about "not getting enough" because we don't have the conveniences of established server vaults.

I know we are trying to avoid supply bloat and look at things from a different perspective and we want to avoid knee-jerk reactions.

However...

After having done most of the max 7 quests with a variety of different groups - ranging from fairly well optimized to totally, painfully random - it feels almost absurd how little gold they give. The quests that do give gold (some don't, like Caravan Protection), only give something like 50-75. These are not remotely easy quests. It is impossible to make gold from just questing.

We make a lot of jokes and memes about how frustrating it is to see everyone "become a merchant" when they have stuff to sell. But it's literally the only way to make money right now. The discrepancy between how quickly you can make gold at 5 and how grueling it is to make gold at 6 is astounding.  And unless I'm missing something critical, it's not like there are a lot of other ways to wrack in an income right now.

Thoughts?

#43
I make this suggestion on every PC because this continues to be a nauseating issue with the way PvP works in Peerage.

I get that there is a desire for more parts of the server to be dangerous. I get that there is a desire for making sendings "less safe." But the current solution here is extremely gamey and annoying - so much so that brand new players are mimicking the behavior of ambushing PCs outside of the doorkeeper.

I have heard people say "but it's against the rules to attack someone before they're loaded in!"  Rules are broken. This is an unenforceable one. A FD is not going to be recalled because someone broke this rule.

I don't understand what the justification is for keeping this area immediately outside of Peerage  a PvP area. The boundary is constantly misinterpreted. There are transitions everywhere that people oftentimes exploit. There have been several times in recent memory where people will scamper into the Ward and be "on base" without a DM present.

This area is everything that feels wonky and bad about EFU PvP.
#44
Suggestions / Remove warmaces from the module
October 08, 2022, 04:20:32 AM
I don't know who hurt someone's mother with a big dicked warmace build, but these have become comically ubiquitous throughout the server. They are a 4x crit bludgeoning two-hander that looks innocuous. It definitely doesn't feel like it belongs.

If people want a 4x two-hander, they should look silly with a scythe and have to answer questions about why they're being so edgy.

I feel similarly about the presence of the falchion. It feels like these were both added as a novelty when they became available in a pack of custom items. I feel like the novelty has worn off and their presence hasn't really added anything to the server that was not already there.

Alternatively, if there absolutely must be a bludgeoning option, set the crit chance to 3x so that it has parity with a greataxe.
#45
This does not appear to work.

#46
Suggestions / Add a merchant stall to the Steadings
October 08, 2022, 02:22:28 AM
This feels like a simple thing to implement that might make the area more traveled and used.
#47
Introductions and Group Management / The Moonlit Vigil
October 04, 2022, 05:21:30 PM

The Moonlit Vigil

Generations ago - when the Ward was young and its peers knew Dorvant's tale not as legend, but as lived experience - there was peace, and community, and companionship. The nights were long, but under the silvery gaze of the moon, men and women watched over their flock with dutiful diligence. When the sun set, these folk stood guard so that the laborers and farmers awoke unmolested in the morn. When the moon slept, those workers toiled to sustain themselves and their neighbors. When the workers' bodies ached, they listened to the wise counsel of their leaders in the eve, that they might forge a path for the next generation. And when the stars twinkled anew, those leaders trusted their leal warriors to protect them through the night. So the cycle continued.

But these are stories; fairy tales of a prosperous time, long since past. Now terrors rule the night; now peers crack the whip of labor in the morn; now tyrants lord over the people throughout the day.

This is not a heartwarming parable about stalwart men defeating dastardly villains; nor is it of mercenaries pretending at virtue while turning their back on others in need. It is the story of people coming to the stark realization that nobody will help them if they cannot help themselves. It is about the terrifying task of tackling the horrors that beset them from every side - not just of the creatures of the night, but the sin that lurks in the heart of every man.

But perhaps, against all odds, unlikely allegiances will be forged by uncertain allies...

Perhaps the Ward and the Steadings can find a semblance of the peace they once knew...

Perhaps good people with strong hearts and stronger convictions can lead them to a better life...

Perhaps a ragtag group of thirsty rebels, despairing farmers, scorned nobles, and desperate people can build something that Peers could not...

Perhaps guardians will take up the moonlit vigil anew...

Perhaps, despite all odds, a Brotherhood might be formed as these people face their tribulations together...

Perhaps, just this once, a tale of good vanquishing evil will be more than a comforting fairy tale...

Perhaps...

Perhaps...

[hide=OOC]
As the snippet above might suggest, this is as much about garnering support for a concept as it is an open invitation to explore something outside the paradigm of Peerage houses.

This is a strictly non-evil group, but almost anything else can fit into a ragtag collective of Steadings folk trying to create something in opposition - and better than - the current structure of Peerage Ward. A druid could even make their way into this concept, but an openly wild shaping character might have difficulties convincing superstitious farmers that she is not a menace.

This will be conflict heavy, though not necessarily PvP focused. The goal is largely to antagonize the current order, and doing so will inevitably lead to scraped knees (and maybe much worse).

There is a lot of room for flexibility here, but if you're looking for a list of more concretely stated goals, I'd welcome you to find me IC or contact me on Discord at Lasci#1879[/hide]
[hide=Concepts]Here are some ideas for characters that could easily be members of this group - or just loosely affiliated or aligned:


  • A retainer of a lesser house, disgruntled with the state of the Council of Peers and seeking to better the Ward through unorthodox means
  • A farmer's son in the Steadings who avoided the inquisitive gaze of House Nephezar for a decade, but can no longer stymie his sorcerous powers.
  • A bard dissatisfied or dubious with the legitimacy of the Great House's stories, seeking to use these rebellious farmers as a way to uncover the truth.
  • A tired mercenary who certainly does not have a bleeding heart and could surely never be convinced to take up his sword to join their cause in earnest.
  • A priestess of the Vestry who was once a diligent devout but now questions the legitimacy of the faith the Peerage built; with time, she will show these peers what true faith looks like.
  • An oathbreaker of one of the houses, fled to the Ponds to avoid the consequences of his betrayal, who now wonders if he can keep the tenants of his vow - this time serving not a lord, but a people.
  • A druid seeking to renew the work started by Lord Desmond Sunpurse and see the auld ways followed.
[/hide]
#48
There are a lot of solo lowbie quests in the Weald, largely geared towards more outcast-type characters. The Weald is extremely dangerous for a single low level character, especially at night. It'd be nice if these lowbie quests were in safer areas, such as the Ponds or Gatelands.
#49
I got nostalgic while sifting through old screenshots today and thought I'd finally share some of Tadeusz's now that the era of "mysterious Count from another place" is over. I realized I had a ton of neat screenies to share, but also, I'm a serial narcissist and sort of just wanted a place to document and show character's story.

I'm fairly confident none of these are spoilery, but feel free to let me know if something needs to be removed.  Also, apologies ahead of time! The gamma was super high while I was playing Tadeusz for reasons.


We often comment about how the journey is more important than the destination in EFU; oftentimes, your characters will have harsh, unsatisfying endings. I wanted to break that cycle with Tadeusz, so I went in explicitly with the goal of retiring the PC or dying trying. Ironically, I did neither!

Tadeusz was a juvenile doppelganger who woke up in the city with severe dysphoria. He did not like the person he saw in his reflection - that was not, could not be him - and he constantly struggled with his appearance and presentation. Ultimately, he wanted to craft the perfect body and assume a new identity within Peerage. He was creepy, awkward, unwieldy. He didn't know how to talk to people. Most of his mannerisms - all of his emotes, sayings, phrasings - were picked up from people who he interacted with. I had a .txt file filled with each person he stole emotes from, but I seem to have lost it in a file transfer.
[hide=Introduction]
[/hide]

For all his idiosyncrasies, the Knaves provided an outlet and, at times, a family. They were extremely welcoming of Tadeusz's strangeness - at times, even outright encouraging.
[hide=Anders the Heir inducts new Knaves]



[/hide]

Stranger, to his credit, figured me out almost immediately. And it led to a lot of interesting conversations in the group, particularly with Vohm and Rosalia. This was hugely encouraging and made me immediately enamored with the execution of the PC - more than I expected to be.
[hide=Early Vohm and Rose]




[/hide]

Sometimes a big part of EFU is getting lucky. I was extremely luck to have been given an enormous gift in the form of a Silver Hat leather uniform in the first day of the PC. By chance, it was just sitting in a chest. I intended it to just be a cool outfit to wear, but everyone immediately recognized the uniform. OOCly, I had no idea who these people were. I hadn't played EFU in months. It was a thrilling experiment, perfect for story beats I wanted to hit for Tadeusz - he had to occupy the identity of someone he had never met and convince everyone he was someone he was not. I loved it. I think people genuinely believed the ruse, even though I didn't have a hat until someone gave me one from a faction chest. I got tells reminiscing about the "old days" with the Silver Hats and I just had to send <3s and :)s.

He ended up interviewing most of the houses' current retainers as he tried to figure out the best place to plant himself. During these interactions and interviews, Tadeusz became obsessed with certain prominent individuals - Ser Nicholas Velstra, Lady Oriana Sunpurse, and Kristoff Orza - that made an impact on him early on, and sought to kill and become them. You can see a record of the letters he sent to each in his journal. He stayed far, far away from House Nephezar - and later, he would find out just how justified he was to avoid a house of sorcerers practiced in the art of lying.

One of the PCs that contributed to Tadeusz's development - and ultimately influenced his decision to join Sunpurse - was Eris Hale, who was always fascinating to talk to. Handling Eris Hale as a potential asset for the Knaves became a huge source of contention, particularly between Vohm and Tadeusz, munto the point where it became an ongoing joke in the headquarters about the pair being in a love triangle with the priestess. Neither Vohm nor Tadeusz found this very amusing.
[hide=Eris Hale]



[/hide]
[hide=More Eris...]



[/hide]

Vohm's relationship with the Thayans - particularly Imran - became a focal point for a few of the Knaves' first heists. As we were getting our bearings, the Thayans were frequent collaborators. This is when Tadeusz created his Knave persona - an amalgamation of Matteo and Marco. We were paid a significant sum of gold to sneak them into House Nephezar and we utilized the opportunity to acquire a prestigious blood vial for Grandfather's collection. It could not have gone better, as the consequences for the act were put squarely on House Velstra's shoulders.
[hide=Heist!]





[/hide]

Imran eventually died - he a geas was placed on him by House Nephezar, forcing him to hunt down the Knaves. Vohm wanted to keep him alive and find a solution to the geas. Tadeusz was not so optimistic. His soul, however, lived on in a sword, ever in service to his master. It was sad that we never found a death knight worthy of wielding it!
[hide=Imran]

[/hide]

Tadeusz was always eager to please.
[hide=Finnegan the Rake]
[/hide]

Squad shot.
[hide=-]
[/hide]

The Knaves' first real murder. Bishop Finn Darker was talking about us in dark corners and made the mistake of talking to a Knave about the identity of the Knaves. We used him to set an example. This was also the first time I felt Tadeusz had actually earned the opportunity to take a piece of a dead PC's body - the first of many. You can't tell from the screenshot, but there was a neat moment where each Knave said something in turn. Murder really brings the family together.
[hide=Finn Darker]


[/hide]

It was often made clear to the Knaves that they were expendable - by their superiors, by outside forces, by their peers...
Sidenote: Finding out Madrick Marjolo was a silver-masked Knave was a huge reveal to us. Vlaid stalked us, taunted us, and was a constant, eerie force in the headquarters.
[hide=-]






[/hide]

Rosalia and Tadeusz, for all their disagreements and conflicts, were often thick as thieves. Interactions with her were frequent, and they were always fun and dynamic. There was a certain tragedy in the realization that Tadeusz might have to kill her himself. There was anguish when he realized that he wouldn't get the opportunity - both furious at the fact that someone had the audacity to do it and dejected at losing one of the people who helped shaped his personality. EFU is at its best when another PC brings out something from yours that you didn't know was there.
[hide=Rosalia Sunspyre]



[/hide]
[hide=-]


[/hide]
[hide=-]


[/hide]

Every PC needs a good nemesis. A real, biting, back-and-forth conflict with another character can really set a story hurtling into a whole new direction. One of my biggest regrets on Tadeusz was not having the chance to let his relationship with Liam Einhardt simmer. I thought Liam was going to be an great polar opposite to Tadeusz in the Peerage Ward and that their clash would play out in a suitably dramatic fashion. It was dramatic, for certain, but more abrupt than I would have liked. Liam's capturing and killing of Stelian Orza, combined with Tadeusz's growing concern over his own "indolence" within the Knaves, led to a violent end to the conflict-that-never-was. It ended in a bridge duel to the death that I sincerely hoped he would have avoided.
[hide=Liam Einhardt]


[/hide]

The aftermath of Liam's death was not particularly easy. Everyone immediately began to believe that Tadeusz was a Knave. Eleleth Einhardt was now out for Knave blood - and was eager to take Tadeusz's first. She made several attempts on his life. He tried (and failed) to assassinate her in Peerage twice. The woes of being a crappy dex rogue build against a saves cleric! Nonetheless, this made him cross paths with Leon Tegyr, who he would eventually clash with later one despite the man being integral to helping him avoid Eleleth's wrath.

This is a long exchange, but a look at some of Tadeusz's more manipulative tendencies and desire to besmirch the name of the Nephezar banner house.
[hide=Einhardt and Tegyr]








[/hide]
[hide=-]





[/hide]

Knavery, however, came with its own set of rewards. Meetings with Rubies before they made themselves known. A peek into some of the truths behind the city. A look into the plans of an ascending Count...
[hide=Reveals]







[/hide]

Some miscellaneous DM quest shots...
[hide=-]



[/hide]

Tadeusz wasn't religious. Any references to the Triune were, in large part, an act. However, he did have a decent among of respect for the lesser gods that revealed themselves to their worshipers. Tadeusz felt that anything that could not be seen and could not enact its will upon the world wasn't worth worship. And, as he felt he had demonstrated, religion was often a tactic for manipulation rather than a sincere belief. However, as his time with the Knaves went on, he began to worship a certain being with a growing sincerity, even despite himself...
[hide=Zarono Senuspur]





[/hide]

A few glory shots of the crew robbing a certain red dragon's vault...
[hide=Oscar Tchammor]






[/hide]

Various interactions with PCs as a retainer of House Sunpurse. Tadeusz struggled mightily with having to be a leadership figure after most of the Knaves died off or went off to do their own things. Eris Hale's return was a small consolation, but it didn't change the fact that Tadeusz was most comfortable as an observer and an actor, not a leader.
[hide=Misc Interactions]








[/hide]

Aurelia Greywood was always involved with the Knaves, oftentimes through Rosalia's influence, but Tadeusz had the pleasure of working with her before being (accidentally) involved in her demise. Not incidentally, her death was related to getting revenge for Rosalia. Cool PC, wish we had spent more time together.
[hide=Aurelia and more Rosalia]







[/hide]

More Knave shots...
[hide=Additional Knavery]








[/hide]

Any semblance of control that Tadeusz might have maintained over the Ward was shattered during a Council of the Peers in which Leon Tegyr struck at Senuspur loyalists and nearly killed them all. Handing over the rebel's sword to the Count was a significant consolation for losing the few allies Tadeusz had remaining, but it still left him very alone - a tragic circumstance for someone who was originally so eager to find a 'family'. Verent was always a good sport, too.
[hide=Meeting with the Count]





[/hide]

A few more final interactions with the Count...
[hide=Daddy Senuspur]






[/hide]

My last set of screenshots are of an interaction with Gwenillian Haremarch in an effort to try and reinvigorate my love for the character. It didn't work, but I thought this was a nice look at the transition from one generation of characters to another. VP is always a class act, so I guess it stands to reason that I knew this would be a worthwhile conversation to document if I continued Tadeusz.
[hide=The Serpent and the Hare]





[/hide]

That's it. That's all I've got. If you've made it this far, thanks for indulging with my narcissism. Thanks to all the players and DMs that embraced this crazy, weird, awkward, murderous character and made him so much fun to play for such a tumultuous era of EFU.
Also thank you cmenden, I know you CTRL+F'd this thread for your name.
#50
Suggestions / Advanced start at level 6
July 29, 2021, 05:25:47 PM
I suspect this will be controversial, but I'd greatly appreciate if we could have an "advanced start" implemented. Ideally this would require someone to be wanded for their IP/account to have access. Start at level 6 with 1,000 gold, 6-8 each of yellow and dirty yellow ash, a handful of light/medium healing potions. Maybe a few buff potions like PfE, bark, strength, grace, endurance - or not; in my experience, you get few to none of these anyways. Maybe there is a shop where you can spend your OOC Area gold on various trinkets or gear or potions, but that might be annoying to implement. It feels appropriate for this to be available to monster PCs as well.

~

I've been meandering on a handful of PCs over the last few weeks and the grind to 6 is long. It's not difficult, but it's long. 3-4 hours long, all of which is largely spent running from soloable SQA to soloable SQA. There isn't a lot of quest activity happening prior to 6. I rarely, if ever, see people willing to do low level quests non-solo. There's no incentive to. I've even occasionally had problems finding people to do max 6 or 7 stuff depending on the timezone. It's almost comical to see PCs running through the solo content quietly before interacting with anyone. The alternative everyone resorts to seems to be hopping on the daily orcs/ghyl run as the 7th or 8th person to get your foot in the door with supplies.

Either way, the severity and importance of the "early grind" has been drastically reduced by the abundance of high-level PCs taking people on high end content and giving the gear they don't want to AFK merchants to hock to any new PCs. Nobody collects what-ifs because +1 amulets are so common. Nobody collects saltstones because coattailing onto an orcs run gets you equivalent potions. People might collect lru runes or kt runes, but even those aren't featured in most shops anymore. The need for these things is largely outweighed by access to alternatives.

I anticipate someone is going to step in and say that I'm missing the point of EFU by being averse to roleplay prior to a certain level, but I feel like the server would be better for allowing people to just leap into things rather than having to waffle for several hours before feeling comfortable participating with the world. There are only so many confused, bright-eyed PCs I can play before the trope becomes boring. This is ultimately a harsh, mechanically demanding world and the grind to 6 currently discourages people from interacting with it in a meaningful way for the first several hours of their character.
#51
Suggestions / Doorkeeper in the 60s/70s
June 09, 2021, 10:34:52 PM
There's a large expanse without access to a Doorkeeper. I understand why this might have at one time been intentional and warranted, but the lack of one is really stark right now.

also pls boats ilu
#52
Suggestions / Suggestions for low activity
May 16, 2021, 05:23:25 PM
The current player and DM activity has made interaction and player saturation pretty dependent on the availability of quests. Whatever the reason for this - summer time, vaccines, disinterest - making questing more accessible would be really nice to help keep people online.

Reset more often. The reset frequency (36+ hour uptimes) with the player saturation we have is really, really detrimental to keeping people online. I don't know the solution to this, but if it could be automated or monitored better, that would be phenomenal. I have frequently been asked to log on Saturday morning and had to tell someone "sorry, I did the quest run two nights ago."

Adding an announcement whenever a seam or explorable with a quest opens. Having to hunt down quest-holding explorables is tedious, and often done by people running around, invisibly or otherwise, to encourage their friends to log on. It doesn't have to be immediate, it doesn't have to be exact, but a Ringrunner or Former Prospector shouting out "Hey! I heard the Crosscurrents is somewhere in 94..." would be great to cut down on the meaningless running around. This doesn't have to be done for explorables that are just min-dungeons without a quest.

Fast travel method to 93. 99 to 93 has opened up tremendously. A way to travel quickly between the two feels sorely needed. Towertop appears to be the secondary meeting place for a lot of the server. It's a cool tavern. Can we make it more accessible? I cannot fathom that anyone who wanted to solve Silverpike has not done so already. I'm willing to pay groats for something like this, whether it's a trip fee or a membership or whatever.

Invasions. I don't know how much work this would entail. I know CoR had an invasion system in place once upon a time. It's a cheap way to get people to log online spontaneously; if there's an easy way to reimplement this system, I'd be all for it.

Bounties? I know these are functioning, but I have never seen one post during EST evenings. I could be getting unlucky.

Obviously this isn't an ideal situation, but adding conveniences - even temporary ones - to alleviate the situation would be appreciated.
#53
I got nostalgic while looking through screenshots and I'm a serial narcissist so I felt compelled to make one of these.

I don't really go into my characters with an elaborate plan or thoroughly thought out ideas as much as I cobble together a mission statement and a few dreams. In Elizabeth's case, it was to kick shit up as much as possible while trying to marry Nicholas Velstra. Ser Nick was one of my favorite NPCs in early EFUv5 and I had joked more than once about making a fanboy PC for him. It eventually stopped being a joke.  I had just played a grossly disappointing and unsuccessful werewolf, and I just wanted to have some fun. So I made a PC with high intelligence and taunt that spit bile at anyone she didn't like, and the results were pretty satisfying.

I liked the idea that Elizabeth would have a "code" of sorts despite the fact that she was pretty wild and chaotic and vindictive. It originally only had two lines, and was updated as time went on...

Tragically, I am missing a lot of my early screenshots pre-death. Those early days were my favorite.

  • There was a period of time when House Velstra was genuinely a force -- 6 or so retainers who were pretty tightly knit alongside a handful of ringrunning companions.
  • Conflicting with Sean Gorick and his friends in the Stonebuilders and Ticker Square was a treat.
  • Elizabeth was deeply against "subhuman trash" and fought vehemently to keep any non-humans outside of Peerage Ward. That sentiment combined with her desire to keep the catacombs safe from people looking to loot them and find seams were the crux of some of her early conflicts - most of which she lost... !
  • Some of Elizabeth's convictions and anti-Ticker sentiment lead to a conflict with  several Ticker Square figureheads, including Virgil Menathril and the Bloodbeards. This ultimately led to her death, but it was nonetheless quite fun to form a coalition against the big, bad, evil, powerful groups and play the underdog.
  • Flagrantly cheating in literally every duel she fought...
  • Countless other things - arena interactions in the Spinning Groat, harassing changelings in 98, playing house with Merredith and Annette, and so much more...


Elizabeth was resurrected by a handful of different parties vying for favors and prestige in Peerage Ward. I'm sad to say that the aftermath of resurrection wasn't quite as stunning as what led up to it. For a lot of reasons, I lost a lot of momentum and motivation after coming back from a two week death break.
[hide=Resurrection]




[/hide]

One of Elizabeth's original character quirks was that she had a little pair of spectacles that she would put on and make notes in her notebook; she was very inquisitive. I dropped the quirk after she was resurrected -- at this point, she felt like she knew everything that needed to be written down. I tried to pivot towards the establishment of a secret society that acknowledged the death of the King and sought to record the truths of the  City of Rings in secret. Several of Elizabeth's assertions were shouted Trystan Moonspear  as he traveled with his Silver March to 99, though she never had the chance to meet him. Damn timezones! It ultimately didn't work out considering there was only ever one or two PCs at a time interested in that sort of thing (I should have been more openly seditious, but I was afraid!), but it did lead to some interesting conversations...
[hide=Unorthodox Society]




[/hide]


Befriending Merredith and Annette Winespill and the group of friends and traveling companions attached to Dorvant's Daughters presented some of the best interactions I've had during quests and adventuring. That was a really dynamic group - with a lot of drama...
[hide=Daughters]




[/hide]


Merredith's death came at an unexpected turn - it hit everyone quite hard, brought Peerage Ward into an internal war, and created some deep resentments between Elizabeth and those around her...
[hide=Merredith]





[/hide]


Elizabeth spent a long time decrying the "council of peers" as an irrelevant sham used to shackle retainers. It was surely no coincidence that she did not like it exclusively because it was so often used to tell her to be quiet or stop doing things! In spite of that, she realized it was a piece of political showmanship, and she did like getting a step up on her competition - so when Drusilla Peake began reinstating the council's meetings, Elizabeth attended.

It usually ended with shouting matches and bloody brawling, but the alcohol helped - assuming nobody stole her velvet!
[hide=Council]


[/hide]


Speaking of Drusilla Peake, she was ironically an anchor during times of inactivity. The interactions between Miss Frick and Miss Peake were pretty incredible considering the fact that they were polar opposites of one another. Their conversations were consistently tense despite the fact they were working together. Elizabeth hated House Sunpurse, but in an odd way, her claims that her and Drusilla were "friends" was more true than she anticipated. They had a mutual curiosity for one another - and animosity. There was a lot of good back and forth, hostile and otherwise.
[hide=Miss, er... *Apprehender* Peake[/hide]










[/hide]


One of those meetings of the council of peers presented an opportunity for Elizabeth to exploit a rift between House Nephezar and House Orza in order to leverage the life of Degory Tarver for the Ser Nicholas' sword - which had been taken from Visimar Stormchild in the previous weeks and was now sitting on Grigori Orza's mantle piece. She, uh, sometimes acted before she thought... but it usually worked out.
[hide=Sword]




[/hide]


---
... well, it sometimes worked out. So began my affair was getting ambushed outside of the Doorkeeper and interrogated. Acathos put a curse on Elizabeth to force her soul to stay in her armor for eternity until she killed Degory Tarver. A new friend helped a knight in need, though.
[hide=Curse]




[/hide]


One of the early ploys of Elizabeth's revolved around betraying the Arbiters. Elizabeth had taken a liking to several of the Arbiters who were currently active before they took their oaths and joined the Cube, and for a long time pursued the resolution of House Velstra and the Cube's feud. The goal was to invite them to dinner and fumigate them during the feast. It never panned out, in part because of OOC things, in part because of a betrayal by a former retainer. The conflict tied down, but it wasn't the last time the two factions butt heads. Alexei is another favorite NPC... I might have a type.

Elizabeth met Synod (the Synod?) and got some answers to her nagging, post-death questions - and some new questions, too. A lot of new questions.
[hide=Arbiters]











[/hide]


Some other things, like throwing away loot because she hated Visimar Stormchild and watching Grigori Orza be a badass...
[hide=Misc]













[/hide]


Not much to show for loot, but this was easily one of my favorite pieces I've ever had and I had a blast playing with it IC.
I'm a bit sad I don't have a picture of any of the emotes fun things I did with it, but it was indulgent to say the least!



I'm not very good at Neverwinter Nights mechanically. A lot of this character's journey was dealing with loss and defeat and difficult odds. There was a lot of subdual roleplay! But despite puttering out and retiring the PC, the whole experience was great. Thanks to everyone that made it that way. I'm probably going to take a break for a while. Thanks for all the fun. <3
#54
I have been subdued three times immediately after walking out of the doorkeeper from someone in invisibility in the last week. Twice I was attacked as I loaded in. No DM was online in any of the circumstances.

This is a bit silly.
#55
Suggestions / Add concentration to PRC class skills
February 15, 2020, 04:25:31 AM
Bafflingly, several PRCs do not have access to Concentration as a skill despite the fact that most base classes that would take these PRCs have it.


  • Knight
  • Weapon Master
  • Champion of Torm
  • Arcane Archer (also missing Discipline)
#56
Suggestions / Barbarian fear furor
February 15, 2020, 01:10:41 AM
Because nobody wants to post it, I am more or less summarizing the discussion in efu-main.

Problems:
-- AoE fear without an action; therefore it can't be clarity'd
-- Is it too strong? Does it last too long? Is the DC too high?
-- Regardless of strength, is it too common? Is it the bard equivalent of a healing song?
-- The effect isn't affected by Spellcraft or PfA.

Solutions:
-- A "breath before the shout" that emotes a warning before the fear effect takes place next round.
-- Adjust intimidation contribution to DC or amount of rounds the effect lasts
-- idk the rest I sort of stopped listening

Considerations:
-- Powerful multiclasses get access to wands of tasha's, hold person, and dispel.
-- The instant action mechanic of the rage only effects the 5% of the playerbase that have the wherewithal to drink Clarity as someone is using a wand.
-- DC 15 fear effect is more or less the floor of a level 8 barbarian.
-- Are the other furors too weak if this one is being constantly used?
#57
If you get subdued a lot of times, you drop your gold, then your equipped stuff, and then your entire pack is yanked.

It'd be cool if this didn't happen considering the /c yank_pack functionality. Summons and AoE spells leading to pack Tetris is frustrating.
#58
Per title, the reward tends to be decent but relatively insignificant weapons and armor. The mobs and traps are both particularly deadly and difficult to deal with. I've done this three or four times successfully and the reward has always been a bit of a letdown.
#59
send help i'm level 8 and still don't have a key to get out of the ponds =(
#60
Bug Reports / Bath House
November 25, 2019, 05:59:45 AM

  • The "sacks of gold" placeable is broken and cannot be used to pick up gold
  • The reinforced gold chests do not appear to be working properly. This may be an issue of them not resetting after being used each reset.
  • Spawn triggers seem inconsistent and I have found that things will frequently spawn accidentally behind you or on top of you or on your way back down after completing the quest.

Not bugs, but suggestions:

  • There can be very dangerous spawns outside of the quest zone; removing the frequency of these spawns or adding a rest zone at the top of the bath house would be very helpful.
  • The reward feels a bit sparse compared to other quests at its level, particularly considering the investment of shield/blur needed by a party now that magic missile immunity amulets aren't nearly as prevalent in the loot tables.