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Topics - sankarul

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Books and Publications of the City / A tinkers book
« on: January 14, 2021, 08:13:55 AM »
Tinkering

The noble art of making something, anything, out of something lesser. 

Starting off

Any single person with some time and dedication can begin upon this noble profession, and have some luck with making tools. Shovels, rakes, and other things that the farmers will need. Useful things for all! All you need to do is sit down, find yourself some good materials describing how the tools on the workbench are to be used, and you can begin working on your very own schematics. That is all that's required to begin making something useful. And, of course, few pieces of junk metal that none else would value, some time, and a work station. Maybe some orc teeth.

Perhaps some minor gadgets for self defense, such as grenades. Of course, these deadlier things will require a more practiced tinkerer. Someone with a steady hand, and an understanding of how to make explosives. After all, all that is required is some orc teeth and some explosives. However, do remember, practice with some simpler things before you work on these things - blowing your hands off would never please anyone.

Once the craftsman has a steady enough hand and the basic understanding of the craft, all the above can be made, and much more! Siege weaponry, spiked barricades.
A schematic and some time!


Advanced work

Once a tinkerer has found their hand is steady enough, and their understanding has grown well enough on how these base materials might be utilized to create functional tools and equipment, that is when the truly amazing things begin.

Ancient technology, brought together with modern tinkering. Seek old materials used by the sibilant, from when they ruled these lands! Perhaps not the most prestigious of items to make, however they certainly knew how to work with acid and poison.

Technology that might is even older than even the sibilants empire, found in ancient ruins, that can only be put back together with the steadiest of hands. This can be worked on, for the advanced tinkerer. Magical artifacts that have not seen the light of day in centuries, put together today with modern technology!

Now, on to what might be the most interesting part, innovatively using alien technology and creatures from some far off, strange plane, to create the wonders of today. The rest of this little book will focus upon this, and questions surrounding it.


Innovation through strange alien objects
Strange alien objects. Magical in nature. These can be used by the proficient tinkerer to create true wonders. A strange fleshy mass. Who would think to work with these?

They hold strange properties. If used in the right way, a truly skilled tinkerer might be capable of imbuing a weapon with them, and through this, the wielder of the weapon can then access the innate powers of these alien beings, and these powers can be quite impressive. Even a person who has never in their life cast a spell could suddenly be capable of dominating another person's mind, with these items.

Is this strange fleshy mass a piece of an alien creature that we crudely work into our weapons, or is it a piece of their technology?

Other ways that these strange objects have been used. A necklace made with these, in the correct way, will harden the skin of the wearer while dulling their mind. A dangerous but potentially quite powerful trinket. When used with the bow string, it allows the arrows fired to penetrate certain magical protection.

What are these creatures, that we either borrow technology from, or use in our very own technology?  Where are they from?

What other innovations will be found when experimenting further upon these objects? What other problems can they solve? Are they any danger to us tinkerers, or the wielders of them? These, and many more questions must be answered. For now, perhaps it is simply best to experiment further with caution.



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Bug Reports / Spring Loaded Boots, Greater - bugged tinkering item.
« on: January 07, 2021, 10:20:05 PM »
As we can see in the screenshot below... I used the boots, and they disappeared, as if they were the Lesser kind.

The problem there is, that the LEsser claims a single use then it breaks. While the Greater, it claims a use/day. So I imagine this is a bug!

https://cdn.discordapp.com/attachments/141680424127692801/796858706281234446/springloadedboots.PNG

This is the tinkering item made with the Uncommon Objects theme.

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Bug Reports / Stinking Mask
« on: December 22, 2020, 04:32:49 PM »
I recently acquired the Stinking Mask and picked up the Mestil's Acid Breath spell to play around with it, on my wizard.

It does not do the special "//This item, when equipped, increases the DC of Mestil's Acid Breath by 2 and gives a 10% acid  vulnerability to the targeted enemies"

My DC was still 22 when I got GSf conjuration, 5 int mod, and it's a 3rd level spell, so 10+4+5+3 = 22, and there was no acid vulnerability when I hit stuff, tried it on my own summon and tried it on another player. 

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Bug Reports / Fire domain turn: Wildfire
« on: November 16, 2020, 10:43:40 PM »
Wildfire: Nearby enemies in a colossal radius are lit aflame for 1dCHA fire damage a round for three rounds. On the third round, they make a reflex save VS DC 10 + 2*CHA. Upon failure, they and all nearby enemies in a huge radius to them around them take an additional 1dCHA fire damage.

It claims, on the third round, to do an AOE that, if the reflex fails, targets all nearby enemies in a huge radius. It hit myself too, and I imagine it might hit other allies to myself. It also hit the rats I grilled, so it's not that the wording is wonky - it hit allies and enemies.

Is it a bug, or is the wiki perhaps wrong? Whichever it is, it would be good to know! I almost blew myself up on these 5 rats when they blew up on the 3rd round!

5
Suggestions / Fishing license
« on: November 11, 2020, 10:26:05 AM »
With the recent fishing craze, and the removal of fishing spots in safe areas, I just thought it'd be fun if a fishing license showed up that'll get people fined by blackjacks or retainers or whatever if they lack one. Any reason to get people fined for a lesser crime would be fun, I think!

Since it was Glitt that set up the "NO FISHING!" sign, maybe they should be the chief enforcers of it?

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Bug Reports / Druid shop not having a shop!
« on: October 18, 2020, 12:30:17 PM »
A certain druid shop that has something to do with manyworms (I am trying to not spoil stuff for the un-knowing!) does not have a shop. Heard it may have broken when it was moved from another location, to where it is now.

You can pick the shop option, but nothing happens.

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Bug Reports / Bugged room 14 in burghage
« on: September 28, 2020, 06:32:51 PM »
Cannot find a spot to rest anywhere in it (tried hugging the bed all around it, tried.. every corner and by the table even)
And, its storage chest seems to be linked to whichever room Leopold has. Which is...

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Bug Reports / resting in open door, bugged on one side
« on: September 19, 2020, 10:58:24 PM »
Paid the usual 10gp to Silas. Could not rest in the 2 rooms to the east, but at least the southwestern room worked. Haven't tried the northwestern one yet.

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Suggestions / Troll bog quest, consider raising it up again..?
« on: August 14, 2020, 10:08:14 PM »
Hi. I would just toss in my own thoughts on it and why I think I'd love to see it raised back to 10, or maybe just 9. I dunno.

See, as a level 9, there are few quests I can join the buddies with these days. Just rare seams really. But 95 was always there. Sure, trolls gave a lot, so maybe make sure it won't give as much XP anymore. But I really enjoyed the aspect of tagging along on a little trip to the 95th and doing some fun quests every now and then.

Now, if someone were to set up a group to the 95th, there's a big chance I can't do 1 of the 2 guaranteed quests to pop up. Which is just a bit of a disappointment.

My suggestion is just this: Make it 9 or 10 again, and lower the XP. If the XP given is based on the level of the quest? Maybe make it just 9 at least, so all the quests are available to 9 there again.


Fully understand if you want to keep the quest as is now for a while longer. Just voicing my concerns as I had a bit more fun with how it was set up before :) Thanks for reading.

10
Suggestions / move "talkiative" NPCs out of the way of public places
« on: August 11, 2020, 08:08:49 PM »
Such as the horrible Jester quest where he tells you a joke and you pretend to laugh, or "Sebastian of the Celestial Cards"

When someone interacts with those, it always makes it very difficult to see what's happening.

If it's possible, maybe make those conversations "invisible" to  anyone other than the talker, or just make sure they won't be in the middle of ticker square or the open door.

edit: ...just so nobody takes offense. "horrible jester quest" meant the JESTER is horrible, not the quest.

11
Hey, people. Right. With review on stuff that would make things .. historically inappropriate, this has been re-made. Letter number 2.

- Who you are as a citizen of Ticker Square
I've made noise. You know me, most likely, whoever ends up reading this. I'm a merchant, I get things done. I am Dick Smith. I give the unfortunates, like the half-orcs, a chance at a good job.

- The official name of your Lesser Guild & industry of trade
The Worshipful Guild of Resolvers. A mix of things. Merchant stuff, such as sales of potions and other wares. With the current employees, we intend to be available for solving issues of many kinds.

- Roster of guild members & personnel
Richard Smith, Mok, Gok and Murdock.

- The property that you wish to claim
The Hall, and if not available, the Apothecary is my second choice.

- Details of how your guild will re-invigorate the economy of Ticker Square and become a pillar of stability for our future
The usual kind of merchant things that everyone provides. On top of that, the problem solving business that was mentioned previously, likely something that Ticker does not currently have otherwise. Have a problem with some other people? Perhaps we'll be able to fix it for you. Lastly, a chance for one guild master, with so many half-orcs hired as I have, to voice the concerns of the less represented in this society that we live in.


This has been Richard Smith.

12
Bug Reports / Morghoul traps being.. not where they should be.
« on: July 19, 2020, 04:25:13 PM »
In the quest "Dwellings of the Flesheaters", another party member claimed to fall through a bugged hole but I have no clue where.

Later on, I fell through 3 bugged holes.

Once at the entrance to the first pit hole, at the doorway up from it. Just at that bend. No death, luckily enough, as we had just cleared it and were on the way out. No traps there.
Twice at the place I'm attaching to the screenshot. First I THINK somewhere in the red spot. Then, when I took the screenshot of the place, somewhere In the black area. As you can see.. no rugs.

https://cdn.discordapp.com/attachments/141680424127692801/734445688754143339/deathx2.png

I guess I lost 7117 xp from the first death and I didn't respawn from the second one yet, so it was a bit of a costly bugfind. :(



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Bug Reports / A Wagoner's Trouble, confusing for new players
« on: July 17, 2020, 10:18:42 PM »
Hey. No bug, just the quest text is a bit.. confusing, I guess, for new players.

Will the Wagoner talks as if he was in the commons, still, which might be confusing to new players. Him saying "I wouldn't go exploring around the rest o' the Commons - this is a dangerous place! Now laws here... bandits and monsters and worst! But just go straight to Ticker and you'll be safe enough...." might confuse a new player, as he's no longer standing in the commons.


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Bug Reports / Exploration - Planar: Foul Hollows mushroom bug
« on: July 14, 2020, 07:34:52 PM »
The red mushrooms in this zone (and possibly other ones, I am unsure) fired their red gas of happiness THROUGH walls, meaning we could NOT see the red mushrooms before the gas hit us because.. the red ball containing the gas came through a wall.
RED MUSHROOMS

in (for sure) the zone "Exploration - Planar: Foul Hollows", might shoot thorugh walls in others too, I dunno.

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Notices and Bulletins / A call to respect the elderly
« on: July 11, 2020, 05:25:21 PM »
Bulletin boards find themselves some new entries across the ticker square.

"Hello. Do you find yourself disappointed with the youth in this day and age?
Do you get tired of them rudely pushing you aside, calling out 'out of the way, old man'?
Do you feel that it was all better back in the good old days?
Do you feel the youth lack respect for the elderly?

Do you want this to change?
Seek out Herbert Hull and perhaps we can make a change!"


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