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Help with merchant items


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#51
kamalpoe

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Those sounds really cool.

#52
nicethugbert

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Shaughn78 wrote...

Image IPB

kamalpoe wrote...

Shaughn78 wrote...
As well as a bunch of other crap.

I am interested in this crap and wish to subscribe to your newsletter regarding the aforementioned crap.


Link to a brief descriptions of the merchants and a lengthy list of the items and a brief description of the items.

Demonic merchant Crap


That is some hellsh crap, as expected.  :)

What I don't get is a sense of how it works out consdering we are used to more postive items.  People might assume from the items that the module is some excersise in RP masochism therefore unplayable.  They might not see that it's a playable story just fine with the hellish items and that the items actually augment the story.  So, those fears may need to be addressed in advance.

#53
Shaughn78

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These items are a bit different from the standard items you would find in most games.



The positives these items have will be a bit more than other items that the players can find, so if they chose to take advantage of those positives they will need to pay a bit of a price for them.



This is something I did in the first chapter but not to this extreme. There were a number of items that were found that were a bit more powerful then other items but had some negative properties. The fungal shash was one such item. The fungus healed the player with regeneration when it was worn but had dropped their CHA, and the fungus had a vulnerability to electricity and passed that onto the player.



These items are going to be offered by one group of merchants. A player with a paladin or just a good aligned player may chose to have nothing to do with this group. While they will miss a portion of the game and information about the plot line, it will not interfere with completing the actual game.

#54
nicethugbert

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A torch of some kind would be cool. It could emit ... something, or not. Torch of Darkness, for instance.
Torch of Black Light
Red Light Torch
Torch of Darkvsion
Torch of True Seeng
Torch of Blindness
Torch of Blindsight
Torch of Blind Fight
Torch of Invisibility
Torch of Etherealness
Torch of Shadow
Torch of Obscurity
Torch of Stinking Cloud
Torch of Sunbeam
Torch of Sunlight
Torch of Hellfire.
Citronella Torch
Torch of Fire Elemental Summoning
Torch of Polar Ray
Torch of Hopelessness
Torch of Toothpaste
Black Hole Torch
Black Hole on a Stick
Flaming Q-Tip
Molotov cocktail
Singing Torch
.....
Flaming Clubs with light or some of these properties, various colors available.  Neon Torch.  Bulb of Light.  Bottle of Light.


Lanterns, Candles and Candelabras! Oh my!

Modifié par nicethugbert, 08 janvier 2011 - 01:28 .


#55
Shaughn78

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Torches with aura effects would be interesting. Would make up for the lost AC not using shield or giving up second weapon.

#56
Ykhare

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Looking forward to all the "junk", esp. the Crown of the Damned, guess what's my favorite, sadly often underitemized, class ):>

For the "divine" seller :

Claw of Cahantus
Dagger (originally, but kukri or shortsword could probably do too)
-1 Dex +4 To Hit, +1d4 Ice damage, +1d4 Piercing damage, 10% chance per successful hit to force a save against some nasty lower-planes-themed disease (always the same "signature" one, or random across several... Grey wasting, Hellrot, Ocanthus chillblains, you name it...)
On a natural 1 in melee, sprays everyone in a given radius with a mini-hail of ice needles (level 0 ray of frost ground SFX ?) for some ice and piercing damage to determine, disease ensues for those who fail their saves. This also happens on equiping by good characters (then it forcibly unequips itself as it drops from their numbed hand).
On a natural 20 in melee, casts Phantasmal Killer on the target as some horrible and possibly very alien memory is unleashed.

Description :
Too cold to comfortably hold long in an ungloved hand, this short blade of faceted dark, frosted metal wields lighter and quicker than it looks. The edge itself, you come to realize, is not metal however. Serrated, glistening, it seems to be some kind of barely translucent obsidian or unthawing ice.

History :
While some scholars who merely heard the name may have searched far and wide for more information about the "Cahantus" putative white dragon, ice devil or demon that this "claw" may formerly have been a part of, it'd take but moderate knowledge of the Lower Planes for one that could lay eyes on the weapon itself to suspect that this was a bastardization of "Ocanthus" (meaning the weapon must have been in human hands for quite a while indeed), and that the edge must be enchanted Stygian ice from the Acheronian layer of unending hail storms, compressed to unimagineable hardness and ladden with all the stolen remembrances of the infernal river reaching it final rest.
Long the possession of an unbroken line of priests and priestesses of Talona rumored to have had some ancient dealings with fiends, and maybe more than a few drops of their blood, prized for the properties of its starkly beautiful yet unclean edge, it was "liberated" during the later decades by some thief or adventurer of conflicting faith or interests. Unwittingly or deliberately misplaced since by its new bearer (or maybe by the blade itself ?) it seems to have surfaced anew in hands of a nature more in agreement with its origins.

Modifié par Ykhare, 08 janvier 2011 - 03:28 .


#57
nicethugbert

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Jack'o'Lantern



Hmm, how about an item that unleashes something that attacks party and hostiles, an effect or whatever? Then you could send waves of kobolds at the party and they would still be challenged.

#58
Shaughn78

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I think I have exploited the kobold thing to it's max already.



Ykhare, The dagger will be made into a blueprint. I will need to modify the natural 1 and 20 as on hit scripts can't get that information, but a second d20 roll work just as good.

#59
Shaughn78

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4 torches have now been created using area effects that are applied and removed from the Player as they equip the torches. Now as the player runs around the effect follows them opposed to normal area effects that remain stationary. Each torch may be equipped three times before it it consumed.



Torch of Darkness: Obviously offers no light and provides the darkness effect on Player.

Torch of Bewildermant: Purple light (10m), and cast cloud of bewilderment on player

Torch of Foulest Stench: Yellow light (10m), and cast stinking cloud on player

Torch of Noxious Death: Orange light (15m), and cast cloud kill on player

#60
nicethugbert

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NEAT! Torches!  Hmm, how about some pitch forks and overalls?  Straw hats?  Corn cob pipe?

Kobolds were just an example. What would you need to do in an item so that 1st level kobolds, for example, are dangerous to a level 30 party? For instance, +20 str, -10AC?

Modifié par nicethugbert, 08 janvier 2011 - 08:44 .


#61
The Fred

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nicethugbert wrote...
A torch of some kind would be cool. It could emit ... something, or not. Torch of Darkness, for instance.

I remember I made a couple of interesting torches for NWN1. There were the basic "Wizard's Torches" which simply burned a different colour (might make more sense to call them "Alchemist's/Alchemical Torches" I guess). But also, I had a system where torches would burn down after a while, so I also made an Everburning Torch (which wouldn't). If I recall I also made a torch of undead warding or somesuch - I think it just gave an AC bonus vs undead, who were repelled by it, though an aura-like effect would be nice.
I like the idea of a Torch of Darkness, though, and it makes especially good sense if sold by fiends. I might have to pilfer a few of these ideas for my own mod... ;-)

#62
The Fred

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nicethugbert wrote...
What would you need to do in an item so that 1st level kobolds, for example, are dangerous to a level 30 party? For instance, +20 str, -10AC?


Aside from really harsh penalties, maybe some kind of item which, for example, hurts you when you hit a foe. Then, because kobolds have low AC and are easy to hit, fighting a bunch of them could quickly cause you significant injury - possibly allowing the rest of them to finish you off. I think at the end of the day, though, L1 kobolds are never going to threaten a L30 party. That's not to say you can't make things interesting by making L1 kobolds challenge, say, a L5 or even L10 party, even if they never actually come close to killing them. I'd say using the environment or something would probably be a better way of doing this than using items, however.

#63
nicethugbert

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It was an example. It does not matter what level the party is or what monsters you use as long as they are easy monsters.

Hmm, what if items have certain surprise property dependent on time, place, or other condition. Also, the party should have a chance to figure out the surprise property or get a clue about it dependent on some skill or ability or something else.

Modifié par nicethugbert, 09 janvier 2011 - 03:11 .


#64
nicethugbert

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Dual wielding torches would be NEAT!

#65
Shaughn78

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nicethugbert wrote...

It was an example. It does not matter what level the party is or what monsters you use as long as they are easy monsters.

Hmm, what if items have certain surprise property dependent on time, place, or other condition. Also, the party should have a chance to figure out the surprise property or get a clue about it dependent on some skill or ability or something else.


I am doing something similiar to this with cursed items. The cursed item has a start item and an end cursed item. the player will always find or possibly buy the start item, on aquire there is a lore check A successful high DC check will change item to end item, if that fails a second lower DC check will hint towards something wrong with the item if successful. Once it is equipped the item changes to the end item and using the cursed flag and unequip script the item cannot be unequipped with out a remove curse. The demons won't be selling any of these items but a few are hidden here and there. 1 is in the released chapter 1.

#66
nicethugbert

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I found two cursed items in Risen Hero, IIRC. One I was able to nullify, but I will not spoil it. The other, I had just saved before getting it so I reloaded. In my experience, it is not possible to get rid of cursed items, so I didn't play with them. I think they are an opportunity for side quests. But, most of the time they are not implemented as such but as punishment more than game.

#67
nicethugbert

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There are lots of nice weapon models on the vault I never see used.



Aldor's shields and weapons pack is a good collection. It has Escrimators, Everfire Forge, and BTH.



MWM has a lot of jagged models. I'm especially fond of his Double Sided Spear 6-Pack. Feydakin has some fiendsh looking spears too.

#68
The Fred

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nicethugbert wrote...
It was an example. It does not matter what level the party is or what monsters you use as long as they are easy monsters.

What I meant was that there will be a certain stage at which you're just going to have to use brute force to make an easy battle hard, and giving massive penalties to the player is very much a brute force approach. Just off the top of my head, how about monsters which, when slain, split in two or something? Then, though you might be faced with a bunch of easy enemies, incorrect handling could cause their numbers to double. Instead, you'd have to kill one, and then the two that it becomes, before moving onto the next. Hardly original or ingenious, but it's one way that you could make the tactics matter without simply throwing out harder foes or weakening the player.

nicethugbert wrote...
Hmm, what if items have certain surprise property dependent on time, place, or other condition. Also, the party should have a chance to figure out the surprise property or get a clue about it dependent on some skill or ability or something else.

This idea I like. It's a nice way of combining items with the environment.

#69
nicethugbert

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I like the splitting idea combined with something that thwarts it like fire, or peanut butter. Also, if the derivative monsters are different. For example, a swarm of vermin combines to give the combined swarm characteristics they normally would not have, like DR, regen, poison attack, something.

The boss could be something like this. When he dies, he breaks down into his constituent parts, some type of mob, maybe the tormented souls of his victims that he was using to power himself up or something.  Perhaps he actually survives and tries to run away and he's really small, but magical. Maybe a tiny slithering grotesque creature with DM speed and enchantment, sleep, or other immobilizing powers but no real combat power?  And you need to catch not kill to win?   Maybe a tiny tiny warlock imp? Or big and weak becoming small and powerful, maybe gaseous or incorporeal or amorphous, in his stolen soul fueled form?

Modifié par nicethugbert, 09 janvier 2011 - 10:02 .