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Help with merchant items


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#1
Shaughn78

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Once again I am turning to the community to help provide ideas.

The player will have the opportunity to trade with a group of demon merchants. These are evil merchants, but will help the player and will not try to kill him/her or steal their soul.

There is a total of 4 merchants: The Damned Smith, A hag like magic dealer, A small hoarding demon (using artchoke's Gibberling) for the general store, and a vile cleric-like demon for the divine store.

They will each carry crafting items, and some of the base items, (kits and stuff)

I would like to have ideas for unique items that the players can buy. The party will likely be around level 10 when they encounter these merchants. Up until now they have found +2 items and maybe less than 1/2 dozen +3. I like to include both possitive and negative bonuses to the items as well, especially for the more powerful items. The +3 items have all been for completing a sub area or side quest. I would like the majority of the items for sale to be +2 maybe only a few +3 and nothing higher than that. If the items has a lot of other bonuses it has to be +2 or less, with the enphasis on less.

For items that the smith carries there will be two base types then the special items. For the base items they will be either  Devil -Slaying (silver with law bonuses and possibly electric damage) and Celestial-Slaying (bonuses to good & either fire or sonic damage).

The divine seller will have a bunch of poisons, having her stock leaning a little away from healing (still having some because the player will need it).

So here is your task: -Do as much or as little as you would like-

-Come up with ideas for unique items, anything from potions and trinkets to weapons and armor. The more interesting the better. They can use the tag scripting. If you don't have a script already or don't feel like writing one I can definately write it up. (providing that not evey idea requires one.)
-A unique name is a must and an interesting description is good. Feel free to work yourself, past characters, references to your own mods into the description or name.
-Bonuses and penalties, included tag scripting. on hit, on use, aquire unaquire, etc.
-Feel free to come up with curse ideas. For curses I have an included script that will take a base item and when it is aquired and equip run. If the curse isn't noticed it will be replaced base item with the true cursed item. The curse item can not be unequipped until remove curse has been cast.
-Indicate which merchant you think would be best. ( Smith, Magic, Divine, General)

Thanks in advance and I look forward to seeing your ideas!

#2
Kaldor Silverwand

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I have a good number of unique items available in my Silverwand collections in the vault and you are free to add them into your campaign.



Silverwand Apothecary includes a handful of potions. I wil be adding more in the future based on the D&D Adventurers Vault book when I get some time. Plenty of good ideas in the D&D books.



Silverwand Armory includes a number of unique armors.



Silverwand Sundries includes amulets, belts, rings, etc.



Silverwand Weaponry includes a large number of unique staves, swords, hammers, ammunition, and other weaponry. Includes my implementation of a Flindbar which is fairly cool.



My transforming weapons include the Dagger of Chaos from NWN and the Rod of Lordly Might from D&D.



I also have items for short range teleportation (these can allow people to jump over triggers though, so if your game relies on triggers then you might not want to include them) and polymorphing into wolf/werewolf forms.



Regards


#3
nicethugbert

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I'd like to see more +attk and + damage. Enhancment gets kinda of boring. I'd like to have a choice between +x enhancment and +(2+x) or +(4+x) attk or damage, for instance. I don't know which is better but I'd like to toy with it.

It would be interesting if items could have more than one property.  Imagine the player finds a +1 enhancement + 2 attk vs. goblinoids weapon.  Later he adds +3 damage vs. orc when he encounters an orc lair.  Later he adds .... 

By the end of the game he'll have a very impressive weapon, not necessarilly from a power gamer's perspective but it will be unique, will have history, and will be multi-faceted.

Modifié par nicethugbert, 18 décembre 2010 - 11:58 .


#4
dunniteowl

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How much of a hurry are you in to have these ideas? I have some sort of floating around in my head, but they sometimes require a few days here and there to properly set and gel.

dunniteowl

#5
Shaughn78

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I have a very open and flexible time frame.



Right now I have knocked out a bunch of weapons and new exciting ammunition/throwing items. Figured I would start with the Damned Smith and work my way through the merchants.

#6
The Fred

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An interesting idea I once had was to have unconventional merchans who deal not necessarily in items and gold but also in other things - for example trading you strength for agility, riches for ignorance, a sword for a song etc. Though i sounds like your guys are "proper" merchants so I guess it wouldn't be sensible for you to do something like this.



I actually found the Wizards website to be quite useful for things like this. They have a lot of ideas or D&D games, which can often be translated quite well into NWN/2. Of course, it's mostly 4th Ed stuff now (still nice for ideas, mind) so you have to look in the achives.

#7
Quixal

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Can you give us a bit of background on the setting? I find a good part of what makes items interesting is the background that relates to them. I have a large number of items worked up for pen and paper games but would likely need to retool said backgrounds. I will try to make some time to do so. Here are a few random ideas in the meantime:

A merchant with a Deck of Many Things that will sell card draws (I know Wyrin has a working deck).

Ring of Visibility: A cursed item that inflicts -20 to hide/move silently checks. Appears to be a Ring of Invisibility until used. "You say you had a problem with the ring I sold you?" *toothy grin* "I'm afraid all sales are final."

Any of the Figurines of Wondrous power could likely be made using standard or slightly creative summoning spells.

Modifié par Quixal, 20 décembre 2010 - 07:43 .


#8
Shaughn78

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Fred, I do have one more merchant similiar to what you describe. He won't have an inventroy, instead he will offer different things for unique items you find. He will offer unique items, possibly feats, adjustments skills or abilities and xp.



I am considering allowing him to barter for non plot quest items. The larger or the more story affecting the sub-quest the more lucrative his offers will be.

#9
Shaughn78

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Quixal: I'll try to give a bit of background without too many spoilers.



The merchants were all summoned into a set of ruins deep within a swamp. They are isolated and new enough to the area to not have to worry about "adventurers" or other civilized towns/cities trying to remove them. They were summoned or more accurately called by a sort of ally to the player. The demon merchants all come from the abyss and work for the same demon lord. They have no outward hostile intents towards the player or the surrounding area.



The area will be setup as kind of optional base, open to any alignment player.

#10
Eguintir Eligard

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Soul Sampler +2

Enhancement Bonus +2
+2 Vampric Regen
This eerie blade samples the spirit essence of it's victims and the product resonates through the wielder. A portion of the essence settles with the wielder on occassion, forever changing them. How they change remains to be seen.

On Hit: 5% chance alignment shifts toward that of the victims.



Scripting pseudo code:

GetAlignment(OTarget)
chance=Random(20)+1
if chance = 20
{
if alignmentPC > oTarget SetAlignmentPC (-1);
if alignmentPC < oTarget SetAlignmentPC (+1);
}

Modifié par Eguintir Eligard, 20 décembre 2010 - 07:50 .


#11
Shaughn78

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Devil Hide Mask (Helmet)

This mask is created from the skin of a devil. The skin is untread, yet it doesn't dry out and become brittle. Blood slowly drips from the edges that appear to be torn instead of cut. When worn the wearer looks out through the empty eye holes of the devil's dead face. While it is unpleasant to place mask on the benefits are an improved foresight as well as able to see things hidden to most mortals.

Charism -3, AC +2, True Seeing

Modifié par Shaughn78, 20 décembre 2010 - 08:34 .


#12
nicethugbert

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Shaughn78 wrote...

Devil Hide Mask (Helmet)

This mask is created from the skin of a devil. The skin is untread, yet it doesn't dry out and become brittle. Blood slowly drips from the edges that appear to be torn instead of cut. When worn the wearer looks out through the empty eye holes of the devil's dead face. While it is unpleasant to place mask on the benefits are an improved foresight as well as able to see things hidden to most mortals.

Charism -3, AC +2, True Seeing


Ultravision and spot bonus?

#13
rjshae

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For demonic items, it'd be good to have some items that power up when they draw blood. Likewise, you could script a special power that applies a wounding effect to the wielder, but in exchange it reduces spell resistance on the target. Another possibility is a powerful weapon that occasionally causes the wielder to be summoned to the service of a greater demon.

#14
Shaughn78

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rjshae that is a great idea. I have started a blood drinking weapon script. It will store a local int on the target and each time they are hit they will get an additional 4d of magical damage up to 30. At the 5s the wepon will release some form of a negative effect on the wielder, progressively getting worse. I just need to come up with those bad effects for over indulging with an evil weapon. Likely going with a simple weapon that way almost all the classes could use it.

#15
kamalpoe

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Drow tentacle rod.

#16
dunniteowl

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Aren't there some series of wars in the Abyss, in the demonic planes? Something about the devils fighting against demons? Also, IIRC, most lords of Hell are bent on bettering (or keeping) their positions within the Abyss and so must defend against "hostile takeover" bids by other lower lords and minions, yeah?

This means that, naturally, some of those guys are going to be forging weapons that are more effective against specific types of demons and devils for the fact that anything less just won't do in these corporate raids of theirs. So, in light of that (and I have very little if any study time on the planes of the Abyss or the Planes in general -- all of my adventuring ideas have taken place in the Prime Material Plane) it would make sense the the Damned Smith might know a thing or two about making some weaponry that makes other demons and/or devils a might nervous.

Then, there would be Soul Stealer blades, Life Essence hammers, Negative Energy axes, Cold Energy and Fire Energy weaponry (because different sections of the Abyss have either hot or cold based demons/devils in them and in a hot place, using a fire blade against the denizens is -- well -- sort of pointless, right?

Also, you'd consider the weaponry that demons and devils and their minions might wield against mortals. Though, in all point of fact, the magical weaponry they wield against each other is more than likely quite sufficient to dispatch mere mortals. Something that easily tears, rends or cuts demon flesh might just as likley make medium or even heavy armor relatively ineffective as a defense.

Now. In light of these ruminations, I would have the Damned Smith be able to make weaponry (and possibly some defensive armors/shields) that are more suited to battle in the Abyss, with some weapons gaining specific advantages against either demons, devils or possibly both of specific types, but in all other respects, only a slightly more powerful magical weapon against all other creatures.

I don't know how well the combat scripting can be modified, but having a weapon that is like a +3 Sword Firebrand/+5 Against Canian Demons would be in that category. Or a Hammer +2/+4 Against Minor Devils. Stuff like that. I have no ability to effectively script at all, so I can't provide any sample scripts.

Shields of Demon Hide, or a Shield of Negative Energy Protection, the Shield of the Abyss, possibly.



On to apothecary: Potions. Potion of Negative Energy Absorption: This potion, when imbibed, provides the character with a temporary protection against the effects of Negative energy. When struck with weapons or spells that do Negative Energy damage, the first 3 points of Negative Energy are absorbed by the magic effects of the potion and thus do no damage. Negative energy over the first 3 points of damage effects the character as per Negative Energy rules. (No one knows the exact nature or time of this potion's first creation. It could, in fact, have come from a mortal who visited the Abyss through transportation through a Planar Travel spell and learned how important it was to protect themselves from the harmful effects of Negative Energy.)

Potion of Demonic Rage: When a character drinks this potion, no matter their class, they suddenly are imbued with the powerful strength and ferocity of a Demon. This allows them to effectively become a Demonic Berserker for a period of 5 combat rounds, absorbing damage and dealing out damage as per a Frenzied Berserker of the same level as the character imbibing the potion (and suffering the same negative modifiers after the potion wears off, mind you.) This potion was created by the Devil's Minor Council in order to counteract the Demonic Berserkers during the last Demon/Devil Conflict. Devils would enter battle, then take this potion and fight evenly against the Demonic Berserker Hordes for short periods of time. This potion is credited with turning the tide of the war and allowing the Devils to gain a favorable armistice.

Potion of Devil's Visage: When the character drinks this potion, they effectively look and appear to be a minor devil to anyone's viewing them, even other devils and demons. Only a True Sight spell, not the ability, can break through this potion. Any demons and devils gifted with the power of True Sight would still have a base chance to see through this illusion, but at a highly reduced probability. Anyone, moral, demon or devil casting the spell True Sight, would immediately see through this deception. This potion lasts for a week or until True Sight is cast and the deception is discovered. Dispel Magic will also negate the potion's effects. (This potion was developed by a higher level Demon to allow his minions to infiltrate Devil held territory in the Abyss and gather intelligence prior to major engagements, or to spy on Devils and find out their plans and intent.)

More to follow later. I think I'll do a little "research" on the Abyss and get back with you on some specific weapons, items and such.

dunniteowl

#17
The Fred

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Also, don't forget that these guys are demons, not devils. It might be nice for one or more of them to swindle you somehow, too.

#18
Quixal

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The Fred wrote...
Also, don't forget that these guys are demons, not devils. It might be nice for one or more of them to swindle you somehow, too.

Actually, it would be the devils that are more likely to swindle. Devils are devious while demons are more of a blunt instrument. That is a fantastic idea though.

How about some cursed items mixed in? If possible it would be interesting to have an appraise/use magic device/spellcraft check to determine something was wrong before purchase. I know the merchants aren't supposed to have any ill will towards the character but they are still lower planar merchants and this would help to emphasize what nice people they aren't.

#19
Shaughn78

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These are some great ideas.
Finished rjshae 's charge up item. It is the club "Gluttonous Blood Drinker". With each consecutive hit its damage increases by 4d(1) up to 30. At the 5 int the effects of the ravenous feedings start to slow down the wielder as they become stuffed and bloated. The effects are temporary and starving the club will restore your speed to normal.

DNO, for the damned smith I have created 2 small groups of items. He will sell his Devil-Slaying items. Base enchantment of +1, +3 vs lawful evil and their made from silver. The second line is the Celestial-Killing items. Again +1, +3 vs good and made from adamantine. These items all have at least one additional property and its different for each item. The properties are set to exploit the weakness of their enemies (excluding divine damage). The smith will not sell cold iron items as he doesn't trust most of his patrons, especially some mortal. He likely has a large horde hidden somewhere for his own personnel use as well as for selling to powerful demons to earn favor with them.

I have considered playing with the swindle aspect of the merchants. Right now I am looking at the General Merchant, Gibberling appearance demon, I see him as more of a hoarder than merchant. His items will have a high cost as he doesn't want to part with them, then the buy prices will be lower as he can't stand to lose an item because of haggling. I am looking at a store close script that will cause the demon to pickpocket some consumable item to add to his hoard.

Quixal, I was looking to include some cursed items, don't quite know how to use the check while in the merchants inventory. Right now I'm running a curse check on acquire.
I am looking at items that while they are not cursed have negative effects that the player may suffer through for the bonuses.
Belt of speed that also increases the metabolism so that the character is constantly suffering the affects of hunger and thirst while wearing it.
I have a Fallen Paladin Full Plate that grants the wearers the abilities of a level 2 blackguard. Smite good, dark blessing and bull strength x1day. It can only be worn by evil characters, Instead of limiting who can wear the armor though, it enforces this rule once the armor is equipped and drops the wearers good-evil alignment to 15.

Modifié par Shaughn78, 21 décembre 2010 - 04:34 .


#20
rjshae

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You could build items based on each of the seven deadly sins. Pride could give an item a big bonus to Taunt, but a penalty to Bluff, Diplomacy and mind-effecting powers. Sloth could give a potent sleep spell power, but penalty to Con each time it is used (requiring rest to recover). Wrath allows a rage ability for non-barbarians. &c.

Modifié par rjshae, 22 décembre 2010 - 06:25 .


#21
nicethugbert

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What rjshae said.

#22
Shaughn78

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I don't know if I will go with all the 7 sins, may be a bit too organized for the demons.
In that line of thought I do have the Dagger of Unrelenting Attacks (wrath/anger) the dagger: enchantment +3, immunity to fear, haste 3xday, rage spell 2xday, Wisdom -3, Int -2. It is the overly aggressive fighter who keeps attacking over and over again.


I have finished the script for EE soul sampler. That turned out to be a bit more difficult. When getting alignment it gives you there alignment level not number value.


I have also started venturing away from weapons, they are by far the easiest to come up with. Made a detect dead potion, good for fighting the forces of Orcus. A potion call Taste of Demon, transforms the drinker into a Hezrou for 3 rounds. The belt of Unenduring Haste, the belt give the wear the haste effects. However, they are unable to keep up with their thirst and hunger this accelerated pace creates and suffer from the fatigue effect as they run around.


I have modified the module on equip script and it checks for an evil variable on items before it goes to the tag base scripts. The celestial killing and devil slaying items have this variable and every time they are equipped the taint of their creation has a 25% chance to to shift the wielder 1 point towards evil.


Finally, this is the Hanged Criminal's Head.


 
[url=http://picasaweb.google.com/S.Clark1117/RisenHeroCampaignNWN2?authkey=Gv1sRgCK-jrNGWzvyfBQ#5553665027376142882]New Item{[/url]




[url=http://picasaweb.google.com/S.Clark1117/RisenHeroCampaignNWN2?authkey=Gv1sRgCK-jrNGWzvyfBQ#5553665020111392690]Fancy Custom Stuff[/url]


[url=http://picasaweb.google.com/S.Clark1117/RisenHeroCampaignNWN2?authkey=Gv1sRgCK-jrNGWzvyfBQ#5553665038608028354]Summon Creature[/url]

Modifié par Shaughn78, 23 décembre 2010 - 12:47 .


#23
nicethugbert

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Ring of Leeched Abjuration is an interesting example.

#24
Eguintir Eligard

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The 7 deadly sins is a bad idea. The game is based on made up FR lore, not real life christian beliefs. There is no such thing as the 7 sins in the realms. That would be equivalent to making a sword based on Lindsay Lohan. I'm not sure what the word is but its a form of injecting real world mannerisms into a game where they dont exist.

#25
manageri

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Small note for your Dagger of Unrelenting Attacks; I'd use the barbarian rage, not the rage spell since the spell's bonuses are only +2 STR and CON (Armor penalty still -2), and they don't stack with other magical bonuses so if you already have gloves of ogre strength or a bull's strength available there's no reason to use it.