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Topics - granny

#21
Suggestions / Slumber and Spell Focus
January 10, 2020, 10:55:06 PM
Sleep is both affected by SF, GSF Enchantment and Necromancy.

I guess Slumber being a higher level spell should get some love as well, no?


Here's the current status of Sleep:

Sleep
Spell Focus Enchantment: Number of creatures that can fall asleep is doubled.
Spell Focus Necromancy: Instead of peaceful sleep, the creature experiences horrible nightmares and suffers Doom spell for sleep duration + 5 rounds after waking.
Greater Spell Focus Necromancy: Doom's duration after waking is increased to 5 + (1 round per caster level).
#22
While I think it is currently amazing the access to a wide range of possibilities of wildshape and polymorph forms at low levels, be it for the druids, be it for Witchcraft sorcerers, I think it ends up lacking some rounding. I speak of it with the mindset that we only have access to a single summoning theme out of the bat, or that monks need to pursue ICly for new stances, bards need to learn ICly their bard songs and so on.

Maybe, through the tweaking of the wildshape and polymorph forms, a character could choose from an initial theme that answered the main roles (stealthing, damage, attack, armoring, toughness, displacement, scavenging etc.), each theme being actually better at something specific (possible animal themes: thundra, desert, domestic, magical beasts, bogs, vermin, sewers etc.). If a character wanted to have access to more powerful/ specific shape or theme, they would have to hunt for it ICly, be it with masters of the art, be it through some sort of quest.
#23
Suggestions / Gardening System Ideas
December 12, 2019, 01:36:00 PM
Since my first contact with the gardening system I have been pondering about some sort of means of better improving the non-direct interactions it promotes. Chiefly the issue I would like to address is the lack of any means of keeping track or trying to make it harder for herb stompers to actually stop a garden from flourishing, for a reason or another. My idea is much around the same mindset of invisible people being brought out of stealth/ invisibility when trying to loot chests/ scavenge and the need of actually contacting the DM channel before killing NPCs like the random Ringruner.


1) So, the first point I thought about was for ranger and druid PCs to be able to get clues on people that might have seriously damaged the garden. Maybe the farming/ gardening skill would allow some related clues with less precision to other classes too. Also, it should bring people out of stealth when harvesting herbs and some sort of more explicit message telling everyone nearby that a PC actually ended up killing a plant through excessive harvesting.

2) The second suggestion I make is related to gardeners being able to actually make herbs stronger and grow faster through the addition of adequate fertilizers/ water and what not. Even maybe with a possible chance of the plant regrowing after being harvested to death. Druids could have some spell-like ability to actually make the process even faster, being able to make the herb to produce more harvestable growths depending on their level/ skill.

3) The third point I thought about would be more for druid PCs, but maybe also for rangers and it is related to garden protective forces with different kinds of themes depending on where the grove, garden it's located at. For instance, gardeners (but chiefly druids and rangers) could plant red spore mushrooms that would automatically send forth their spores after a determined amount of harvesting of the same herb would be reached, with increased reactions the closer it would be of killing the herb. Things like wasp/ bee nest with creeping doom and actual wasp/ bees could be sent forth in another theme. Or in a more earthy theme, earthquakes and earth elementals could spawn. On another theme, it could be assassin vines or Evards Tentacles, while on another, spike growths and poison clouds/ gas would sprout. Shambling Mounds could pop in a swampy garden and even Grey Reavers (this last is even more interesting, considering that they're intended to protect a determined territory, accordingly to their description). The yellow fungi zombies could be another possibility too, maybe the vegiepymies even. A more carvenous theme could be related to spider web, and grove, sword, skull and ghost spiders crawling down from the ceiling upon the careless harvesters. And, obviously, the more skilled a gardener is, or if they're actually a druid, the lesser is the chance of such drastic outcomes to happen.

On this last suggestion, obviously, there's always the possibility of attempting to destroy the defenses of the garden. Although, such snf attempt would actually trigger the most dangerous reaction of the demesne defenses, and it for sure would leave a more detailed information of the responsible for such (maybe not scripted, but it would be required to inform the DM channel when doing so, just like it's currently required with random Ringruner murdering).
#24
The Circle of the Ponds

"My mother used to say that a circle cannot be broken" - Kaya Nissi


[hide= IC Background]An old woman of crooked body awakens in the City of the Rings and, not many nights passed from her arrival, she calls the people of the  Pauper Ponds of Ring 98 for a Moot. Rumors spread that she had done so that she could claim herself the vacant role of Groundskeeper. Although, unexpectedly, she actually calls for the formation of a counsel of people able to protect and nurture the Ponds, its creatures, people and freedom, the Circle of the Ponds, even on an eventual vacation of a Groundskeeper.

Brie reminds the gathered on the past failures of Groundskeepers trying to impose themselves upon the free people of the Ponds and of how mistaken they were. She also reminds that, with each death of a Groundskeeper, the Ponds entered again and again in a state of apathy, something  dangerous for its people and for the very Ponds themselves.

As the Circle is stablished,  the crone Brie, also known as Momma Brie, is actually chosen by it to fulfill the role of Groundskeeper of the Ponds, on the condition that every major decision that might be taken must go through the consultation of the Circle of the Ponds.
[/hide]

This PC Faction main goal is to keep nature-oriented plots rolling, even after major events that could end up with the death one or another leadership. It also is thought as a welcoming group for characters that might not fit in the main hubs of the City of Rings and that need aid in pushing their tales forward.

The BIG goals are yet to be defined ICly, but they roll somewhat around the following guidelines:


  • protection of the Ponds, its freedom, people, creatures and environment
  • safeguard of the Ponds' diversity while trying to unify their people around common goals
  • cleansing/ purification of the Ponds
  • unearthing of secrets and lore of the Ponds and beyond
  • possible expansion of the Ponds
  • formation of alliances beyond the Ponds

This is a great oportunity for concepts related to (but not restricted to) changelings, herbalists, witches, hunters, apothecaries, shamans, barbarians,  wild-tricksters, outcasts, hermits, sages, monks, and the like.

Obviously, it must be made a warning on regards that this might be a challenging ride for most due to the fact that this is a nature-oriented faction in a chapter that hunts changelings and their fellows. The very format of the faction and the current (dis)organization of the Pauper Ponds only increases the challenge. Yet, all that love a good challenge is welcome to join us!


Quote from: Requirements
Aligntment: Any, althoughlawful-minded PCs that are not neutral might face some extra challenges to fit

Class: Mostly nature oriented. Thus, it will not welcome paladins, necromancers, or wizards and sorcerers interested in the summoning of demons/ fiends/ planar creatures

Race: All but undead,Tiefling, or Aberrant
#25
Bug Reports / Maid Midgewort
October 02, 2019, 05:43:00 PM
Not sure if it's a bug, but I guess it's close to one.

She has got a special stash of items,  which selection reassembles to be a version  of what similar vendors of last chapter  used to be, both in flavor and in price. Also, some items that are sold in her regular selection are less expensive than the same item sold only to particular customers.

I wonder as well if she shouldn't have magical bottles...

Finally, to buy a bundle of medicines with her is more expensive than buying the herbs one by one, even if you succeed the appraisal check.
#26
Suggestions / Underwater Old Willow Ways
September 30, 2019, 08:12:49 AM
The Underwater Old Willow Ways lacks the usual EFU lightning that reminds you that it is a underwater area.

The transition of the gates that lead back  to Ring 99 are buged too. If you transition and then return, you will find yourself trapped to death without any available transition as they auto lock, even although they permit you to walk back.
#27
Screen Shots & Obituaries / Delina Wormsinger
August 19, 2018, 12:50:57 PM
Delina Wormsinger - A Most Unfortunate Soul

And, finally, as she ran for her life after meeting the Witch Wheel of Misfortune, Delina was captured. The Windy Canyons were as cold as ever. The worm-tailed woman's naked, charred, bruised and bleeding body would lay for almost an hour against the freezing rocks of the Underdark as her captors kept trying to milk from her more explanations about her actions and purposes. She, who had given everything, she who had spent the last  days of her life explaining herself, trying to convince people of her good will, she who had given away her peace, humanity, blood, memories, and even soul... she who had forsaken the piece that demonstrated the favor of her overlord in order to go on living... this time she refused to give more. No more explanations. No more words. A final sacrifice. And that was how, beneath the cap of a red mushroom, that Delina's broken body would finally find some peace. Her soul although...

Backstory

Delina Wormsinger was a woman from Uthgardt descent that was exiled from the Great Worm Tribe at young age after the initial and disastrous awakening of her blood during a very unforgiving snow storm. In the night that Delina would complete nine winters, under the dark mantle of a lunar eclipse, the entire of her tribe fell victim to a long and deep slumber, only awakening from it  after the effects of the young girl's powers had finally ebbed. Due to this incident, the sages of the tribe decided to exile the girl, sending her to wander southwards, far away from them.

This was the first time Delina knew the pain and shame of the exile, having to beg for food scraps in the Silver Marches' towns until the day that she would finally find a kind hearted scholar that took her with him to take care of his house's chores.

The life of the young, exiled girl would know a momentary peace with this man, but it did not last long. When the Nightning had covered Toril under its heavy darkness, again Delina's powers would awaken. This time, although, their manifestation were not only stimulated by the event. More than that, as her powers were twisted, influenced and corrupted by the Nightning, Delina's master fell into a deep slumber filled with tenebrous, tormenting nightmares, at the point of  being driven utterly insane.

Once more Delina had found herself lost, wandering, drowning in shame and fear. As her steps finally brought her into Sanctuary, she thought to have found peace within the anonymous life of a Worminger. Although, as time passed, a third strike of misfortune would again fall upon her...




Good Wormlord



A Clumsy Ritual



Delina did not know what she was doing. She hoped to awaken the Great Worm, but probably she was able only to bother some random dark being... or even Dendar Herself. She lost her life in that night. It was on purpose. She thought that letting herself to be killed she would find peace and her blood would be an enough offering to bring the Great Worm from the long slumber. So mistaken she was... a waste of energy. A wasted effort.

(a bit too) Together



Killing the Worminger's Bane



Killing the Mighty White Beetle





Comedic Relief - A Marriage Proposal (?)

#28
Suggestions / Blue Cave Worms not Eyeless?
July 25, 2018, 10:03:48 AM
I have ran past Blue Cave Worms while invisible more than once unbothered. And their description says that they're eyeless. Shouldn't these worms be like the Eyeless Spiders?
#29
Suggestions / Orc Soup Quest Lights
July 25, 2018, 10:01:42 AM
In my opinion, the caverns from the Orc Soup Quest (Scamander) are too bright for an Underdark setting. Maybe they could be turned down a bit?
#30
Suggestions / Adjustment to Sewer related Perks
December 13, 2016, 11:43:56 PM
As Lower has became a flooded area somewhat akin to a big sewer, and as we haven't had have many sewer areas and they're currently deeply shrinked, I think that the Optional Perks and Backgrounds that used to take effect on the sewers should have their bonuses expanded to all Lower Sanctuary area.

They're the following:
  • Ooze Savant
  • Sewer Dweller
  • Ranger FA enemy Vermin
#31
Bug Reports / Zurkhwood Forest and Call Boulders
December 12, 2016, 05:05:21 PM
Currently it probably isn't targeted as cavern area, because it states that you cannot cast Call of Lightning on non stormy areas.
#32
Suggestions / Druid Fixings
December 10, 2016, 04:43:59 PM
I would like to suggest some implementations already posted on another thread, but ignored as the discussion became a tad too focused on other issues. So, I'd like to put emphasis on the following ideas:
  • Make the following summon themes available at the starting area: air, water, fire, earth, plant
  • Give the groves a timer
#33
Bug Reports / Quests and Natural Environment
December 09, 2016, 08:45:30 AM
The quest Into the Twittering Tunnels is not marked as natural environment for the purpose of casting Call Boulders.

The Fungi Castle (not sure of the exact name) isn't marked either for the purposes of druid bonuses (not sure if for Call Boulders as well).
#34
I have noticed that after you use the command <> mentioned here, you'll completely lose access to all Player Tools until you get out of your wildshape (not only on the hotkeys bar as before).
#35
Maybe because the addition of the new behavior of the underdark giant spider companion, I have noticed that after transitioning from a map to another, it takes a while for it to transition towards you, if they transition at all. I am not sure, but it mostly happens if your last command was "attack" and sometimes they teleport after a good while if you command "follow". There are times even that they get back two, three transitions away from you.

/c recall won't bring them from a map to another.
#36
Suggestions / Improving Summons AI
November 21, 2016, 12:43:41 PM
I have noticed that a certain spider companion got itself an extra kick with the implementation of the new spider behavior of climbing in and out of the combat, what seemed really, really cool.

It made me think that it would be awesome if the Spider Summoning Theme got the same change (think of a cultist sorc with a bunch of spiders disappearing from the battle and then returning somewhere else over enemies they had decided to come upon!).

Another idea I have got was for the Lights Summoning Theme. It might be interesting to give the globes of light the power of phasing towards the enemy, somewhat akin Magic Eaters and Phase Spiders.

And last, but not least, the same ability could be given to the elemental themes (air puffing out and it, fire turning to and coming from ash, water splashing in and out and earth crumbling and emerging from the ground).
#37
Suggestions / Change Loner Wildlings Safe Respawn
November 20, 2016, 12:15:36 PM
Recently I've respawned at safety in the Mausoleum as a loner wildling character. I guess it's not intended and it would make more sense if they returned to life in Mycopolis, no?
#38
Bug Reports / Ice Troll Witch hunted by Ice Trolls
November 07, 2016, 05:02:50 PM
I had terrible flashbacks watching the all nice going Ice Troll Witch being hunted by other two Ice Trolls without ever bothering me, who was watching. Please, help this injustice to stop: put the poor witch in the correct faction!
#39
The Reliquary Quest is awesome in the tale it beholds and in the characterization of a cleric's history. Although, even if the experience reward is beyond any other reward I have seen so far, considering that the relic found represents something really unique and special, it might need some extra kick, most probably in the max spell circle it allows you to cast.

Also, if one compares the quality of the relic of this quest with others of easier and more common quests, it lacks the special flavor expected from such a mystic and fantastic challenge.
#40
Suggestions / Ogre Soup Quest's Lights
November 03, 2016, 11:58:08 AM
I guess that, in order to help with the atmosphere, it would be great if the lights of the Ogre Soup quest received some revamping to match the lights used on the rest of the maps, even more considering where it's located at this moment (currently, the quest's atmosphere is more the one of the surface before the Darkening).