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General Discussion / Friday Night Lights with your host, Steel the Dread Blade.« on: August 14, 2009, 03:02:21 pm »
[SIZE=24]High adventure, low adventure, who cares? As long as it's us adventurers showing some monsters what we're made of (which is mostly fluff).[/SIZE]
/// This is really an extension of Abiorn's old adventure thread, except that I'll be around earlier. I'll be in around 8pm EDT (5pm PDT, 12am GMT). Starts in Leringard, and from there we could head north to Khalziras or the Deep, or we could head east to the broken halls, or we could sail to Dregar or Belinara. I have been meaning to go back to a certain dungeon on Belinara near a cave full of orcs.... The following users thanked this post: Cinnabar
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General Discussion / For My 31st Birthday« on: August 02, 2009, 01:45:27 pm »
I'm going to cut the cord for helping develop the NWN server further.
So, with a fresh new posting style, I'm going to keep this short and sweet. I've had a brilliant time with a great number of you, even the ones I've gotten really into it with. I always thought I'd make a farewell post with the list of everything I built here, because it would feel like some sort of reminder to everyone. It's a bit silly though, as for years and years I've tried to legitimize my efforts to this community, and overly so. I think it stems back to my embarrassing beginnings here... but I'm no pyschologist heh. I enjoyed building most everything I built, and I'm very proud of how V3 turned out. That's enough for me this time. I will always support the MMO team's efforts, and I look forward to the new game. There are a lot of reasons for leaving, and I'd explain them... but the folks I'd really want to understand probably already get it. So best of luck, I'll still be around now and then, in game and on the forums, and Dorg, I'll try not to troll your posts on balance too much. And with one last challenge... the toolset is easy to learn. It just takes time if you're going to make something come out right. Time learning all of the placeables and tile options so you know the brushes and colors to use. But it's not technically hard. I challenge one of you, anyone, to step it up and legitimize all of your scrutinizing comments on the way the server should or could be. Make 10 areas to a new theme, send them to Dorg. Someone, anyone, impress Layonara with something new for others to enjoy. Even if you know it's ending someday, soon or not so soon, who knows... build it because you care for the server today. Take up the torch, as I know there are some people who have wanted to prove me wrong on some things - and there's no bigger crux to it then this. Everything else is just forum posts. Take care all. The following users thanked this post: Cinnabar
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Layonara Server / Congratulations Ycleption« on: July 27, 2009, 10:48:03 am »
As the world of Layonara continues to change, so to do our needs and methods. Something that has seen many changes over the years is the process of Character Approvals. While the policies, procedures and expectations have evolved, so too have our means of choosing who approves characters to play in this world. At first it was a position held only by GMs and only those who wished to take on the responsibility. At some point, we opened up the position to the greater community, and in that the application process also evolved over time. Having tried several methods thus far, we have decided to try yet another and directly approach a long-time member of the community for the purpose of having this individual join the Character Approver team, rather than open up a potentially lengthy application process to fill a rather immediate need.
Please join us in welcoming ycleption as Layonara's newest Character Approver. We believe ycleption's time, judgment, world experience and positive presence within the community will be an asset to the Character Approval team and, through this, the world as a whole. The following users thanked this post: Cinnabar
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Rumour Has It / Super-Octogenarian Retires!« on: July 23, 2009, 10:50:44 pm »
Let it be known that Earl Frogstomper, Red Ninja extraordinaire and tough old miserly sod is finally announcing his retirement from the adventuring/mercenary tradition. At now quickly approaching his 89th birthday, he has this to say. "Man, it's been a wild ride, more fun than I ever expected. But with mah wife dead, my kids in thar 60s, my kid's kids in thar late 30s and THAR kids just about ready ter take up the trade and find wives of thar own, ah know ol father time comin for meh. Gonna trade in all mah gear and profits and pay off em back-taxes on tha family ranch in Brech, so we all keep with the brewin and pipeweed trade. Ter all meh friends out thar, please feel free ter drop by and give meh ah holler. Ah still got mebbe ah decade left in meh, and my family is yer family. We got the whiskey brewin and the pipes lit up fer ye!"
His will indicates the entirety of his wealth and items will be going towards his family members, and for paying off old debts. He shall now be taking up "an honest job" brewing for the dwarves of Brech and farming hops & pipeweed in Prunilla's way. With over 40 able bodied grandchildren and great grandchildren to take up the chores, his retirement years shall be spent most productively, seeing to it that the "XXX Whooparse Ninja Brew" label finds its way across the lands. And so, one of Layonara's most eclectic and energetic adventurers finds his retirement years in comfort, with over half of his soul strands still intact. If only we could all be so lucky! //been fun, but playing a human past 90 entails heart attacks, hernias and adult diapers. Would rather go out on a strong point than see him whither down into feebleness. Please feel free to use him as an NPC in Brech, all ye GMs. And for any players interested in playing a descendant, let me know. Likely when the MMORPG comes out, I'll be playing his great-great-grandson, Earl Jr! The following users thanked this post: Cinnabar
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Layonara Server / Update to text/chat parsing« on: July 13, 2009, 08:58:40 am »
[SIZE=-1]Hello Layonara Community!
Just over a month ago, when I released the current module revision (3.21.3), I included this comment at the end of the list of updates: [/SIZE] Quote from: Dorganath Version 3.21.3 is online! [SIZE=-1]At the time, I was not ready to announce the feature, as I wanted to get some real, in-game testing done on it, both myself and with the assistance of the GM Team. Testing went very well, and now, as the title of this tread suggests, I'd like to introduce everyone to some rather nice changes to the text and chat parsing system. Anyway, on to it (and yes, I know it's a bit long)... Background With Bioware's 1.69 update, they added an OnPlayerChat event handler, which essentially intercepts typed text from a game client and allows a module to process the text and take actions on the text. When we went to 3.2 (and beyond) orth utilized this event to process and *emotes*, which has been significantly faster than processing through our existing listener system. However, it didn't apply to all features, specifically those using self-tells (/o) and those that resulted in replacing typed text with something else entirely (i.e. language parsing). The Result So, I got curious and did some experimenting, and in the course of an evening that led to having an alternate system for handling commands, language parsing, speaking through animal companions/familiars/summons/etc. and that whole set of stuff that you use /o something-something-something to accomplish. The self-tell (/o) is still managed and intercepted by the listener, so what I did was come up with an alternate way to enact a self-tell so that the listener could be bypassed, letting the OnPlayerChat handler process the contents of that equivalent self-tell. Whatever is typed would then be processed and altered in some way before being displayed, if it was to be displayed at all. To accomplish this, I chose a single character that is not ever likely to start any text chat in-game in any way and I used this as the indicator for special text processing. The character I chose is the equal sign (=). So how does it work? Well, it's simple. Any place you'd have used a /o use = instead So instead of /o c sits type =c sits /o e waves -> =e waves /o L Say something in another language -> =L [/SIZE][SIZE=-1]Say something in another language [/SIZE][SIZE=-1](note, these are not case-sensitive, but I thought I'd use upper-case L in this example for clarity)[/SIZE] [SIZE=-1] The syntax is similar for familiars (=f), summons (=s), and so forth. I hope that makes sense. What else? Part of my motivation for this was to see if the request for GM-spoken text to be highlighted could indeed be done. Well, it can, and GMs now have the ability and option to highlight their spoken text, whether spoken directly or spoken through an NPC. I want to stress: This is an optional system. A GM is in no way obligated or forced to use this highlighting, nor should anyone badger a GM to do so. Some GMs will use it, some will not. There are compelling arguments on both sides, and in the end, I decided it would be best to have it be an option rather than "always on" sort of feature. The end decision as to whether or not to use the system and under what circumstances is entirely up to the GM. When used, GM-spoken text will be highlighted in ORANGE. It's worth noting that this only functions in the "Talk" and "Party" channels. DM and Whisper channels work as they have, and tells are still green. And finally, the extra added goodness You may be wondering, why use the = method when the /o method is so ingrained and everyone knows it? Well, there's two very good reasons. 1) It's faster....much faster. 2) It can handle longer strings of text than the /o method. On the latter, yes, this means that the limit of approximately 100 characters on a typed text string, whether for language processing or speaking through a summons or familiar, simply does not apply using this new method. To put this another way, gone are the days when you type out some well-written comment through a summons, hit ENTER and have nothing show up in the window because it's 3 characters too long. Gone is the need to limit your phrases when speaking in an alternate language to a shorter message so that the listener can handle it. And did I mention it's faster? So there it is. It may take some retraining of everyone's habits, but I think in the end, you'll all be quite a bit happier with how it works than the prior self-tell (/o) system. Self-tells are still going to be an option, at least for now, and both systems work just fine together, but once you use this one, you'll see a significant difference. So enjoy! And of course, if there are any questions, just ask.[/SIZE] The following users thanked this post: Cinnabar
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General Discussion / Honesty and Objectivity« on: July 08, 2009, 11:10:16 pm »
Instead of responding to the sender, it sounds as though it would be best directed to everyone on the server. This unfortunately degrades Milty's efforts of actually running something in a secretive IC fashion... but the reality is that if I'm actually to enjoy myself still on Layonara, this needs to be cleared up. Otherwise, and I mean this very bluntly - the numerous individuals who seek to degrade someone's efforts, successes, and hours in game - by PM's, rumor spreading, and finding solace in the private exchange of assumptions... well, they continue to progress without actually doing anything in game.
The sender's very frank consolidation of the current questions is below. I'll answer them in turn afterwards. There are questions regarding the origin of these items. There are questions regarding who gets the money and why. This is where it goes downhill... For those who know who is supplying the items, there are questions about the methods used to obtain them. Based on already formed suspicions of how they were obtained, further questions speculate as to whether the GM is looking the other way just to appease you (Chongo) so you'll keep working on the modules. People are wondering if you (Chongo) are just doing what you want without any oversight or having to answer to anyone. This ties into the whole recently-raised oxing issue too, which is unfortunately bleeding over into the event as well. One thing feeds another, and the apparent secrecy isn't helping matters, and to be quite frank, whether these things are 100% unfounded or not, it's threatening to cast a pretty dark shadow over the whole event. I probably don't have to tell you all that jaws are dropping so hard and fast at the screen shots that they're bouncing off the floor. [SIZE=16]So, in turn:[/SIZE] There are questions regarding the origin of these items. 1) Creatures. A lot of them. I'll get into this later. 2) Unique drop chests. I seldom visit these unless I have other people with me. They are smattered around the server in areas of 30+ CR, often much harder. Maybe 5 of these things come from them, and if I wanted - it could be hundreds more. Stop assuming. 3) These do not come from the fabled 'only the builder knows where it is' item shops. I've made one shop mistake in my past. I took an existing idea of the 'hidden shop', and made it with high-drop rated items. This by itself bears no mistake. What does is that I went there before others, or rather - with others of my own choosing. I didn't go to buy myself things - I went to buy things for friends and players that were weak builds and I felt needed a boost before they DT'd out. The mistake is in that a) it was done in a way that unfairly distributed aid, and 2) as the only person building areas, items, and creatures for NWN, it is my general, but recent to 3.2, contract with Leanthar that whenever something new goes in - I ensure that others find it first. In hindsight, he shouldn't have had to advise me on the fairness of this - I should've figured it out on my own prior to 3.2 (which this was). Now - all that said, it's moot to this raffle - there's nothing in there from that chunk, and as stated, any items purchased are in hands other then my own. On shops in general, they are all fair, they are all balanced, and they are all well positioned. Ask PC's in game - they are not well guarded secrets. There are questions regarding who gets the money and why. This is a good question that Milty and I have been figuring out. Since it's a public debate over the virtue of such an event, I'm going to spell it out. The original agreement was that Steel would run the event in a manner where I (Abiorn) would be completely hands-off since RL is busy. I would pay his guild, and a significant percentage would go to charity - it just wasn't yet determined which one. Now, Milty came up with a lot of clever ideas which the questioning folks haven't been patient enough to wait for. Ultimately this ended up yielding a much higher amount of gold then we had initially projected. The resulting idea for where gold would go was that his costs, which are significant with all the ideas going into this and the creative leveraging of multiple players in the community, would be covered... and then some. The raffle proceeds, which with math you can see are quite high (and they're still changing IC folks so simmer down if you're still fired up about them) would be split between the benefactor of the event, and a single existing charity, mistone defense. So, what I'd like people to consider is if they have enough knowledge of things to objectively speak of or criticize such an event. The initial agreement was that my PC would walk with 2.8 million gold for an IC project he's working on. 2.8 million gold you say!!! Gods! What greed! Now, as I've said rather harshly and reactively to the first person to come forward with this concern... this is whole thing is a gesture of altruism. If I wanted gold I'd just auction off 5 items and have the same proceeds I would get from these 175 or whatever it ends up being raffled. I could even name the it the 'Rich get richer' auction as it would have no opportunity for entry by all but the folks who have played long enough, and with the intended direction, to amass such wealth. It's interesting to me because milty's very interesting delivery in marketing should've created a lot of IC hype.... but instead it's created a lot of OOC whispering and assumptions. And I think the reason he or I did not expect this - is because we know the rest of what's going on for this... and probably found it unfathomable for such opinions to be formed. Looking back at what information was available - it makes sense, and confirms one of the things I dislike most about internet communities. This is where it goes downhill... For those who know who is supplying the items, there are questions about the methods used to obtain them. Right. I addressed where they came from save for the creatures segment of it. So let's be brief on the age old argument. First, I'm sticking with a major point of disgust I have with the dynamic of our forum culture on RP. I feel that the merits and judging of roleplay and playstyle have always been corrupted by the ego of individuals who realized that the ability to degrade someone's fair efforts in-game on the forums or via PM channels would allow them perceived progression by itself. Reread that. A lot of people have fallen into this methodology by which they need not actually put forth effort in game - they simply must comment on, degrade other's efforts despite ignorance in 99% of the cases, and provide legislation by means of the loudest and most persistant or echoed voice. This allows people to find relative power, voice, and authority - without actually ever doing anything at all. And if they are doing anything - this is allowing them a way to bring everything back to the scale their ego is comfortable with, where they feel good about themselves, and they are still a 'presence'. I feel, that from the grass roots beginnings, the difficult bumps and bruises of learning to manage the 'good' and the 'bad' of large internet communities has bred a culture by which forum voice and politics are the only real efforts that yield approved power. And this is an atrocity - it is a deformed contortion of original intent. Reread that too. Last time I'll ask it in this post - I promise. So, the methodology of gaining these items. Playstyle. My playstyle has been criticized by a lot of folks, even folks that are my peers or superiors on Layonara. And I'll be blunt, it's uninformed for the majority, and it's idiotic for the informed. I've made so many posts about this sort of thing that it's ridiculous to entertain the same old arguments. Roleplay is a role that you play. It is a character. Not a single person on this server can legitimately denounce my roleplay. Playstyle, and it's definition, needs to be narrowed down. I will call it what you enjoy doing when you come home from a long day at work or school or whatever it is you do outside of this. Are there harmful playstyles? Absolutely. Sadistic and meanspirited behavior, and playstyles which betray your character roleplay. I'm pretty sure this is it. I think most arguments to include other things belong to the body of what I just criticized above. Abilities, both for your character and within your own playing - are not applicable to judgement of playstyle. When I built Abiorn it began from of an argument with a Layo staffer about the lacking balance between casters and non-casters. I was shut down in my arguments. So I at first built him to show the fault in these arguments. I put a lot of thought into the actual roleplayed character - because otherwise it'd be a silly waste of time. I figured it would be somewhat temporary though as I tend to believe in the one-character per player ideal (and I don't think there's anything right or wrong with that - it's just me, I like single focuses). I'd have fun with him for a while, it was a quirky character, and yeah - I'd point out some mechanical realities. And I ended up really coming to enjoy the actual character behind it. I got involved in a lot of events that actually had some gravity behind them, and moreover I found a better character medium to develop IC relationships where the conversations ended up holding more depth then I'd ever had in a game. 3+ years later - it's the character through which I've had the best roleplayed experiences in my life. And that's the goal of everything Layo should be. And yes - the original build is apparent mechanically. I can talk to any one of you, all of you at once - whatever you'd like - on how things end up working out mechanically. And in this case it's not rocket science. You have a 600+ HP, 75% concealed, hugely damage reduced, DC 44 caster. Things are going to die and it's rarely him, even if I do play a bit reckless. And the question I pose: ... does this by itself represent something wrong? Is it malicious? Is it not roleplayed as the character? Do I not have fun with others playing it, and they with me? And moreover, should these facts detract from the perception of the character? Far far far too many people on this server - they do. And I think you should be embarrassed. And moreover - should one be motivated to intentionally take 'weak' feats to temper some balance of mechanic? Should this be a legitmate form of peer pressure in a roleplay server? Should your mechanical power go into the overall equation of your worth as a player and/or degrade from it? Is there an actual power median to which one should shoot for? My response is... as long as the decisions on stats, skills, feats... etc - as long as they remain true to your character - everything else is a load of bologne for argument towards playstyle or roleplay 'worth'. And while we will all lose focus to our character, be it to a bad day at work where you just don't want to have to really dig your emotional RP teeth into things or just a situation where you can't focus enough to feel it anything more then half-arsed in effort... as long as you're keeping character at the core of your intent - everyone has different days. And maybe the community as a whole disagrees with this despite what's offered above, in what should be quite thought provoking for many of you. If so... well, I think Layo as a whole needs to do some thinking on what it wants to be. Based on already formed suspicions of how they were obtained, further questions speculate as to whether the GM is looking the other way just to appease you (Chongo) so you'll keep working on the modules. Well, to be honest, I've had a hard time working on the modules for the past three months - so you guys can all stop holding your breath. So, reinforcing how they were obtained, I am not using inside information - nor am I abusing any mechanic. The notion of inside information is difficult, because yeah - I have an easier time figuring out things like what items will work best for my character - because I've been through the lists a hundred times over trying to do everything from removing darn FR-lore items.. to rejiggering overall balance. And yeah, when you build the creatures, you know how to fight them. But I am laughing at two aspects of this. First - I've made so darn many between this server and my last, over such a long period of time - that my memory is just plain scattered. I can't tell you how many times I've seen the 'do we need deathwards here?' PM followed by the response 'heck if I remember... '. I don't remember skins, I don't remember vulnerabilities - and I sure as poop don't build things to be weak for me. Nor do I do the opposite in making them hard for me especially. I build to the middle ground, with variance to give perks to every end... and that's that. The things I do remember are spawn points, and things like 'this is how this thing killed me last time', or 'this thing always trumps my spells'. And you've all got the same shot as I do on those things. I'm not ignorant enough to think that building it doesn't provide a little advantage - but if I'm not acting on it in a negative manner, and I'm not actively trying to remember mechanical things (read: supersupersuper boring for me at 7 years into this game)... I dunno - what would you have me do? Anyone want to build some areas? So onto the last silly point. Appeasing me. I haven't built in months. I don't know what they're appeasing. I can tell you all with almost disturbing certainty that the last thing people on the Layo staff do in how they respond to my playing and working here is 'appease me'. Staffers - I don't say that to be mean... but come on - let's go through the posts and emails. No blind eyes, and nothing to be blind of. People are wondering if you (Chongo) are just doing what you want without any oversight or having to answer to anyone. This ties into the whole recently-raised oxing issue too, which is unfortunately bleeding over into the event as well. I answer to Dorg in such an annoying way that any 'freelancing' ends up causing dialogues that I find so demotivating that it's a wonder I still keep trucking on with this server. No offense Dorg - it's the only way I can explain that one in no uncertain terms to the community. And this goes beyond the steady pings from everyone on mechanical 'problems'. It gets into themes and stories I've tried on my own, or stories I've tried adapting from the writing team forums. One of you try pouring that much time into what you deem a work of 'limited-graphics-available' art and having it retconned. Now, the writing team has to do what it has to do - but I'm just saying, don't you dare say I don't deal with oversight. Everyone on our team deals with that, from all different angles. There are no people on the staff that just get their way, least of all me. Heck, not even Leanthar I'd contend. Everyone has to deal with it. And ox'ing. You know what... I once had a player test ox'ing an item I'd recycled into a new item in the toolset with new attributes. I thought changing the tag would keep it separate. I was wrong, and the person had a pretty good item in their hands all of a sudden. And I said 'ugh... don't throw it out - just don't let that out before the next update so I have a chance to fix it'. Was it wrong to let them keep it? I dunno. They'd just lost an item I could no longer replace. Was it wrong to not go talk to the whole GM team about the possibility of an exploit? In my mind - heck no. It's like shutting down congress for an hour due to a scare. It becomes a two month ordeal. And that there is the extent of my 'ox'ing' abuses. I've ox'ed altered items - almost all of which went into lesser forms folks. And this whole notion just leaves me furious. I don't need the 'help' that your conspiracy brains are hatching. Just because I wiped the floor with you in the arena doesn't mean I'm cheating (and in that example I exclude Alantha as we're each batting 500 heh). Sure, that's not the most tactful sentence right there - but you do know how that ends up making me feel right? You deserve to hear it. One thing feeds another, and the apparent secrecy isn't helping matters, and to be quite frank, whether these things are 100% unfounded or not, it's threatening to cast a pretty dark shadow over the whole event. I probably don't have to tell you all that jaws are dropping so hard and fast at the screen shots that they're bouncing off the floor. I want to address the anonymous sender individually here on this, and I'd prefer that she/he not respond here and instead just think about it: "whether these things are 100% unfounded or not" ... this is where you and I get into it, every single time. Either get to the point on what facts you have before you that are bugging you, or stop speaking with even-tempered indifference towards things that are very personal. Either trust someone or come up with why you don't. Back on point - It's sad that people are being negative about this whole thing. You (limited) people need to wake up. This isn't about personal gain, this is about breaking down the same junk system of 'only the wealthy' auctions and spreading out the uniques to folks that just aren't part of that crowd for one reason or another. I don't care what reason is keeping you from that crowd - it makes no difference - the end result is that I'm sitting here and giving you a chance instead of just auctioning things off and buying an island. And your astute observations have figured out the overall amount of gold? Well... did you think about the economy and how finding a means to distribute non-gold wealth by way of items people need to survive better while draining the economy of a gold surplus achieves a bit more then you at first considered? Did you consider the actual worth of the items in there? Do you know one darn thing about the other events and perks of the event? It's unfortunate on a whole lot of levels. Milty's presentation opened the doors to the wolves of everything I have regarded above as the broken model of power in this community. It's not his fault. He was doing it IC and he had some neat marketing ideas to maintain interest over an extended period of time. But then one of you had to start your PM's before he actually got around to speaking of the rest of it... The following users thanked this post: Cinnabar
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Ask A Gamemaster / Crafting; Exceptional; Trivial« on: July 02, 2009, 08:48:29 pm »
Question about making "Exceptional Items": If you are crafting (say tailoring and trying to make a belt of cunning), and your chance of success is "trivial", do you still have the possibility of making an "exceptional item"? Or does the trivial aspect make it so you don't roll and therefore have no shot of hitting a natural 20?
Thanks, Davidhoff The following users thanked this post: Cinnabar
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Just for Fun / Proud to be...« on: June 27, 2009, 02:42:40 pm »
For those of you who haven't seen this, its one of the funniest song/videos ever.
YouTube - "Weird Al" Yankovic - White & Nerdy Its a little scary how many thing in this video I can identify with. Enjoy The following users thanked this post: Cinnabar
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General Discussion / Joining the rank and file :)« on: June 25, 2009, 09:28:00 am »
Hi everybody!
This is the post to inform I am stepping down as GM. I'm not disappearing from Layo, in fact I hope, RL and remaining DTs permitting, to step up my involvement with Ark as an active and roleplay-enhancing World Leader. About two years ago I applied for a GM position in order to enhance people's Layo experience, primarily in the AEST timeslot given poor old Dezza was shouldering a lot of that burden on his lonesome. The main goal of my quests has always been to get players to really think long and hard about their characters. To put roleplay flesh on their mechanics bones. To make players really think about what their characters would do in a given situation, a given moral dilemma. To put them in a place, not always comfortable, not always where they want to be and then see what they would do and where they go. Often my quests have a simple enough premise but I tried to have them involve something that had folks exploring the depths of their character's psyche. As I write this, I remember one of my quests, early on, that had people magicked into behaving in a manner the polar opposite to their 'normal' sex, class and alignment. This stands out in my memory as a very 'typical me' quest. Hopefully fun. A touch of madness. A strange situation. Minimal set-up A quest that (hopefully) by getting you to do something the opposite of what was normal, made you think more deeply about what was normal. By playing Lawful Evil for an evening, it made you think about what it really meant to be Chaotic Good the other 364 nights of the year. Anyways, hopefully after two years there are some players who have a better picture of their characters as a result of my quests. As to why I am resigning, no deep and dark discontent or disparaging remarks against any individual or the GM team as a whole to be found here! Of course there are decisions made which, as an individual, one might not 100% agree. Directions taken that might not have been the direction I would have taken were it my sandbox. Little niggles here and there etc yada yada but I can tell you there are no light decisions ever made by the GM team. No personal grudges. No favourites. No bias. Just a bunch of people that really do strive to provide the best server to be found. Anyways, see you in game! The following users thanked this post: Cinnabar
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General Discussion / Traveler's Guide to Mistone (v2)// OOC discussion expected« on: May 12, 2009, 07:49:20 pm »
[SIZE=18]A Traveler’s Guide to Mistone[/SIZE]
[SIZE=16]Introduction[/SIZE] Dear Reader, If you have just been given this guide by a merchant who is distributing it because of my recommendations of their store, please do not discard it immediately. I assure you that the information contained herein is of utmost importance, and may prevent your untimely death. You are interested in living, aren’t you? Good. Then read on. I promise not to waste your time. -Lady Z [SIZE=16]General Ways to Enhance Your Survival While Traveling[/SIZE] Travel is dangerous. Layonara may have always been a desperate place, but it is absurdly so now. Likely due to magics from various Gods of entropic predation, all that you meet attacks with suicidal mania. Nothing ever flees, even if badly wounded, and pursues until either you or it are dead. So prepare for travel as you would for war, expecting assaults from the most unlikely quarters: hawks, skunks, rats, deer, shrubbery. See the pretty little butterfly? It’s trying to lick you to death. To deal with this fact of life, please consider the following suggestions:
[/SIZE]The Law of the Roads, a tradition that stretches back to antiquity, states that no traveler shall ever bring trouble on another, or more generally, upon civilization. You are a beneficiary of this Law, for it means that you are not subject to sudden ambuscade as you travel. Many willingly break this law. But even those who are not predators on civilization may find themselves unintentionally in violation, by fleeing for their lives from some horror which follows them into potential contact with the traveling public. And, may I say, how dare you consider your own worthless life in higher regard than the law! Certainly, death is a painful experience, and having a bite taken out of you by the "Soul Mother" even worse, but it is your duty as a Rolfereinite paladin to stand and die, stand and die, repeatedly, so that you may leave a particularly young and good looking corpse, if your manner of death actually allows for it. In case you are not a Rolferenite paladin, and have cravenly fled towards a civilized area, you are a lawbreaker subject to jailing. That is, if you don't manage to undo the harm you have done by removing the danger you brought with you. In this situation (which I assure you is entirely theoretical), you should first and foremost stay nearby to warn travelers. In addition, consider sending a homing bird to a friend who is known for their battle prowress (and discretion in reporting things to the authorities). Together, you may be able to clear the danger, or at least lure it away. I, Lady Z, offer myself as a recipient of such birds, as the case may arise. I must finally point out that the Law Of The Roads does not only apply where there are large roads, but also to any trail between regions. If you leave a creature where it might ambush a traveller just arriving to a place, and do so with no warning, then you will be subject to harsh penalties if you are caught. [SIZE=16] A Listing of Mistone’s Regions and their Relative Safety[/SIZE] [to be continued] The following users thanked this post: Cinnabar
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Rumour Has It / Prisoner Transport in Nel« on: April 30, 2009, 05:23:53 am »
[SIZE=18]
A high profile prisoner involved in banditry, murder and kidnapping has recently been escorted from Nel to a currently undisclosed location within the Sun Kingdom. This comes after a near-tragic kidnapping and ransom attempt on a local and well-loved businessman from the Purple Worm trading company within Nel. Thanks to a small group of astute and daring adventurer's, the man was rescued and due to local outrage at the event, authorities have removed the prisoner from Nel to await trial. Member's of a little known Guild "The White Lily", originally responsible for the capture of the bandit leader, are also known to be responsible for the rescue of the kidnapped and the forcing of the prisoners relocation.[/SIZE] The following users thanked this post: Cinnabar
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Just for Fun / Rocky's Guide ter goremay- Part the first« on: April 28, 2009, 02:32:59 pm »
( in homage to fastshow but here goes)
You lot don't know a good meal when yer see one. Here's me guide loike... This week I have been mostly eating Badger Pie and blueberries washed down with Wizard wheat ale. and my life story so far...... This week I have mostly killed by Giants, Gnolls, Bears and cows. (please feel free to report on your own deaths, sort of straw pole?) Rockhead Howling Wolf, bard and connorsurre loike. The following users thanked this post: Cinnabar
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LORE Ideas, Suggestions and Requests / Automatic Character Age Calculation« on: April 21, 2009, 10:38:49 pm »
While personally I try to keep my character's birthdate in their in-game journal for easier reference when I need to think about how old they are, I was thinking it would be a nifty addition for the community as a whole if LORE could be coded to calculate a character's age and display it on their LORE profile page.
LORE already shows us how old a character was at creation, so I would guess the big problem in getting this to work would be finding a way to tell LORE exactly when, in terms of the in-game date, that the character was created. Once we can give LORE the in-game creation date we'd just have to subtract that date from the current in-game date and then add the age of the character at creation to get the sum of their current age. Current Date - Creation Date = Years in-play Years in-play + Age at creation = Current Age *shrugs* I know it'd be low priority, but it's a thought anyhow. The following users thanked this post: Cinnabar
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Layonara Server / Layonara 3.21.2 Patch Release« on: April 17, 2009, 08:41:49 pm »
There's still quite a few people who hurt the other community members by carrying so many items. This is even more critical when you yourself crash mid combat with a party, because when you log back in, your party members in combat are suddenly going to spike in lag. I find it interesting that the problem is joked about in some circles and we've increasingly attempt to improve it, but the simplest way is to just ask players to not carry so much. Do you really need seven dragon scales? Do you really need a box of aloe on your player? A bag of something is no improvement just in case you thought it helped. There are plenty of storage options. I'm starting to consider per item surcharges on portals to help promote leaner inventories, any other suggestions are quite welcome. Cheers! The following users thanked this post: Cinnabar
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Layonara Server / Layonara 3.21.0 Release notes:« on: April 10, 2009, 09:49:01 pm »
[SIZE=18]Version 3.21.0 is online![/SIZE]
Persistent Storage is once again ENABLED It's back, it's faster and it's better than ever! Check out the new features:
The following users thanked this post: Cinnabar
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Layonara Server / Layonara 3.2 Release Notes« on: April 06, 2009, 12:51:59 am »I know while you wait you really want to see what's in store, and I have comments on this update that I'd rather not have you wait for me to think out. The same goes for the credits, so for now I'll let you read these release notes and follow up a little later with a few more thoughts. [/SIZE] [SIZE=18] New Systems ¶ [/SIZE] AFK System ¶
Merchants ¶
Areas ¶
[/SIZE] Barbarian ¶
Type of Feat: Class Prerequisite: Barbarian. Specifics: The barbarian may rage, gaining a +4 morale bonus to Strength and Constitution and +2 to all Will saving throws, in exchange for a -2 penalty to Armor Class. The barbarian may use this ability once per day at first level, +1 use per day at level 4, and every 4 levels thereafter, extending into epic levels. At 15th level, the rage ability becomes greater rage, giving the barbarian +6 to Strength and Consitution, 1d4 Sonic damage on all attacks and +3 to Will saves (the -2 penalty to Armor Class still applies). Each Rage lasts as long as your Barbarian + Bear Warrior + Battle Rager levels in Rounds. Thundering Rage ¶ Type of Feat: General Prerequisite: Epic Barbarian, Strength 25. Specifics: Any weapon the barbarian wields while in a rage does an additional 2d10 points of sonic damage on a critical hit. There is a 50% chance for a creature hit by one of the barbarian's weapons to be deafened for 3 rounds. Use: Automatic [SIZE=18]Spells ¶[/SIZE] Shield of Faith ¶ Caster Level(s): Cleric 1 Innate Level: 1 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic, Material Range: Touch Area of Effect / Target: Single Duration: 1 turn / level Additional Counter Spells: Save: None Spell Resistance: No Material Component: A Bit of Holy Text The target gains a +1 deflection bonus to their armor class, with an additional +1 bonus for every six levels of the caster. Note: No more cap Ice Dagger ¶ Caster Level(s): Sorcerer / Wizard 1 Innate Level: 1 School: Evocation Descriptor(s): Cold Component(s): Verbal, Somatic, Material Range: Short Area of Effect / Target: One creature Duration: Instantaneous Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: A Few Drops of Water You create a piece of ice that flies toward the target and deals 1d4 points of cold damage per level for the first 5 levels plus an additional 1d4 points per 4 levels thereafter. Note: Spell continues to scale Negative Energy Ray ¶ Caster Level(s): Cleric 2, Wizard / Sorcerer 1 Innate Level: 1 School: Necromancy Descriptor(s): Negative Component(s): Verbal, Somatic, Material Range: Medium Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: Will 1/2 Spell Resistance: Yes Material Component: Small Mirror A ray of negative energy slams into the target creature, doing 1d6 points of damage. After level 1, the spell does an additional 1d6 points of damage for every 2 caster levels, to a maximum of 5d6 at level 9. An additional 1d6 points of damage is gained for every 3 caster levels thereafter. Negative energy spells have a reverse effect on undead, healing instead of harming them. Note: Spell continues to scale Horizikaul's Boom ¶ Caster Level(s): Wizard / Sorcerer 1 Innate Level: 1 School: Evocation Descriptor(s): Sonic Component(s): Verbal, Somatic Range: Short Area of Effect / Target: One creature Duration: Instantaneous Additional Counter Spells: Save: Will partial Spell Resistance: Yes You blast the target with loud and high-pitched sounds. The target takes 1d4 points of sonic damage per two caster levels for the first ten levels plus an additional 1d4 per five levels thereafter and must make a Will save or be deafened for 1d4 rounds. Note: Spell continues to scale Burning Hands ¶ Caster Level(s): Wizard / Sorcerer 1 Innate Level: 1 School: Transmutation Descriptor(s): Fire Component(s): Verbal, Somatic Range: 30 ft Area of Effect / Target: Spell Cone Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes A cone of fire shoots forth from the caster's hands, burning all those within its area of effect for 1d4 damage per caster level for the first five levels then 1d4 bonus per each four levels thereafter. Note: Spell continues to scale Entropic Shield ¶ Caster Level(s): Cleric 1 Innate Level: 1 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Single Duration: 1 turn / level Additional Counter Spells: Save: None Spell Resistance: No A magical field appears around the target, causing any nearby enemies a 20% chance to miss on ranged attacks. Note: Target no longer just caster Acid Arrow ¶ Caster Level(s): Wizard / Sorcerer 2 Innate Level: 2 School: Conjuration Descriptor(s): Acid Component(s): Verbal, Somatic, Material Range: Long Area of Effect / Target: Single Duration: 1 Round + 1 Round / 3 Levels Additional Counter Spells: Save: None Spell Resistance: Yes Material Component: Rhubarb Leaf The caster targets a single creature with an acid bolt. The initial damage from the spell is 3d6, then 1d6+1 per three caster levels every round until the spell expires. Note: Spell continues to scale Gedlee's Electric Loop ¶ Caster Level(s): Wizard / Sorcerer 2 Innate Level: 2 School: Evocation Descriptor(s):Electrical Component(s): Verbal, Somatic, Material Range: Short Area of Effect / Target: Small Duration: Instantaneous Additional Counter Spells: Save: Reflex 1/2 (See Below) Spell Resistance: Yes Material Component: Copper Wire You create a small stroke of lightning that cycles through all creatures in the area of effect. The spell deals 1d6 points of damage per 2 caster levels up to level 10 plus an additional 1d6 points per 5 caster levels thereafter. Those who fail their Reflex saves must succeed at a Will save or be stunned for 1 round. Note: Spell continues to scale Soundburst ¶ Caster Level(s): Bard 2, Cleric 2 Innate Level: 2 School: Evocation Descriptor(s): Sonic Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Medium Duration: Instant Additional Counter Spells: Save: Will Special Spell Resistance: Yes All creatures within the area of effect take 1d8 points of damage per 5 caster levels and must make a Will save or be stunned for 2 rounds. Note: Spell continues to scale Woodland Sheath ¶ Caster Level(s): Ranger 2 Innate Level: 2 School: Transmutation Descriptor(s): None Component(s): Verbal, Somatic, Material Range: Touch Area of Effect / Target: Single Duration: 1 Hour / Level Additional Counter Spells: Save: Harmless Spell Resistance: No Material Component: A piece of Birch Bark Woodland Sheath hardens the target creature's skin, granting a natural armor bonus to Armor Class based on the caster's level: Level 8-10: +3 Level 11-14: +4 Levels 15-29: +5 Levels 30-34: +6 Levels 35+: +7 Note: Spell continues to scale Barkskin ¶ Caster Level(s): Druid 2 Innate Level: 2 School: Transmutation Descriptor(s): None Component(s): Verbal, Somatic, Material Range: Touch Area of Effect / Target: Single Duration: 1 Hour / Level Additional Counter Spells: Save: Harmless Spell Resistance: No Material Component: A Holy Symbol which must be worn Barkskin hardens the target creature's skin, granting a natural armor bonus to Armor Class based on the caster's level: Level 1-6: +3 Level 7-12: +4 Levels 13-29: +5 Levels 30-34: +6 Levels 35+: +7 Note: Spell continues to scale Flame Weapon ¶ Caster Level(s): Wizard / Sorcerer 2 Innate Level: 2 School: Evocation Descriptor(s): Weapon Enchantment Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Creature, Weapon or Gloves Duration: 1 Turn / Level Additional Counter Spells: Save: None Spell Resistance: No A successful hit will do 1d4 points of damage, +1 per five caster levels ( maximum of +8 ) of fire damage. The caster can either target a specific weapon or gloves in his inventory or a creature to enchant the weapon the creature is wielding or gloves if they are not wielding anything. If a ranged weapon is targeted or the target creature is wielding a ranged weapon all equipped ammunition will have the fire damage property. Note: Now works on ranged and gloves Fireball ¶ Caster Level(s): Wizard / Sorcerer 3 Innate Level: 3 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic, Material Range: Large Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: Bat Guano The caster unleashes a fiery projectile that explodes upon all within the area of effect for 1d6 points of fire damage per caster level up to level 10 plus an additional 1d6 points of damage per 2 caster levels thereafter. Note: Spell continues to scale Blade Thirst ¶ Caster Level(s): Ranger 3 Innate Level: 3 School: Transmutation Descriptor(s): Weapon Enchantment Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Creature or slashing or piercing weapon. Duration: 1 round / level Additional Counter Spells: Save: None Spell Resistance: No You grant a slashing weapon an enhancement bonus and a vampiric effect that will heal you as you deal damage. If targeted on a creature, the spell will enchant the weapon in the primary hand of the target. The enhancement bonus and vampiric effect are +3 up to level 19, +4 up to level 24 and +5 thereafter. Note: Spell continues to scale Glyph of Warding ¶ Caster Level(s): Cleric 3 Innate Level: 3 School: Abjuration Descriptor(s): Sonic Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Large Duration: 1 Turn / 2 Level Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes The caster creates a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, doing 1d8 points of sonic damage per 2 caster levels to all creatures within the area of effect up to caster level 10 and then an additional 1d8 points of sonic damage per 4 caster levels thereafter. After being triggered, the glyph dissipates. Note: Spell continues to scale Searing Light ¶ Caster Level(s): Cleric 3 Innate Level: 3 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: None Spell Resistance: Yes The caster directs a beam of white-hot light at a single target. The damage is based on the target's racial type: Undead: 1d8 per caster level up to level 10, an additional 1d8 per 4 caster levels thereafter. Construct: 1d6 for every 2 caster levels up to level 10, an additional 1d6 per 6 caster levels thereafter. Other: 1d8 per 2 caster levels up to level 10, an additional 1d8 per 6 caster levels thereafter. Note: Spell continues to scale Quillfire ¶ Caster Level(s): Druid 3 Innate Level: 3 School: Transmutation Descriptor(s): Poison Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: Fortitude Negates (poison only) Spell Resistance: No The caster throws poisonous quills at a target, doing 1d8 points of damage +1 per 2 caster levels in addition to inflicting Scorpion Venom on the target if they fail a Fortitude save. Note: Spell continues to scale Wounding Whispers ¶ Caster Level(s): Bard 3 Innate Level: 3 School: Abjuration Descriptor(s): Sonic Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Caster Duration: 1 round / level Additional Counter Spells: Save: None Spell Resistance: No The caster is surrounded with whispers that injure any creature that hits the caster for 1d6 + 1 / level points of sonic damage (maximum 15 points of damage). Note: Max increased back from 10 to 15 Lightning Bolt ¶ Caster Level(s): Wizard / Sorcerer 3 Innate Level: 3 School: Evocation Descriptor(s): Electricity Component(s): Verbal, Somatic, Material Range: Medium Area of Effect / Target: Chain of targets in a straight line Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: A Glass Rod The caster fires a bolt of lightning that passes through all creatures in a straight line from the caster. The bolt does 1d6 points of electricity damage per caster level up to level 10 plus an additional 1d6 per 2 caster levels thereafter. Note: Spell continues to scale Acid Breath ¶ Caster Level(s): Wizard / Sorcerer 3 Innate Level: 3 School: Conjuration Descriptor(s): Acid Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Cone Duration: Instantaneous Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes You breathe forth a cone of acidic droplets. The cone inflicts 1d6 points of acid damage per caster level up to level 10 plus an additional 1d6 points per 2 caster levels thereafter. Note: Spell continues to scale Negative Energy Burst ¶ Caster Level(s): Wizard / Sorcerer 3 Innate Level: 3 School: Necromancy Descriptor(s): Negative Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Negative Energy Protection Save: Will 1/2 Spell Resistance: Yes All creatures caught in the area of effect take 1d8 points of negative energy damage plus 1d8 per 4 caster levels. All creatures caught in the area also lose 1 point of strength per 4 caster levels. Negative energy spells have a reverse effect on undead, healing instead of harming them. Note: Spell continues to scale Scintillating Sphere ¶ Caster Level(s): Wizard / Sorcerer 3 Innate Level: 3 School: Evocation Descriptor(s): Electricity Component(s): Verbal, Somatic, Material Range: Medium Area of Effect / Target: Huge Duration: Instantaneous Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: A Glass Bead The caster unleashes a crackling electric projectile that explodes upon all within the area of effect for 1d6 points of electric damage per caster level up to level 10 plus an additional 1d6 per 2 caster levels thereafter. Note: Spell continues to scale Call Lightning ¶ Caster Level(s): Druid 3 Innate Level: 3 School: Evocation Descriptor(s): Electricity Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Large Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes All enemies within the area of effect take 1d6 points of electrical damage per caster level up to level 10, an additional 1d6 per 3 caster levels thereafter. Note: Spell continues to scale Magic Vestment ¶ Caster Level(s): Cleric 3 Innate Level: 3 School: Transmutation Descriptor(s): Armor Enchantment Component(s): Verbal, Somatic, Material Range: Touch Area of Effect / Target: Creature, Armor or Shield Duration: 1 Turn / Level Additional Counter Spells: Save: None Spell Resistance: No Material Component: A Holy Symbol which must be worn You empower the touched armor or shield with a +1 AC bonus per 5 caster levels to a maximum of +7. Note: No cap Greater Magic Weapon ¶ Caster Level(s): Bard 3, Cleric 4, Paladin 3, Wizard / Sorcerer 3 Innate Level: 3 School: Transmutation Descriptor(s): Weapon Enchantment Component(s): Verbal, Somatic, Material Range: Short Area of Effect / Target: Creature, Weapon or Gloves Duration: 1 Turn / Level Additional Counter Spells: Save: None Spell Resistance: No Material Component: Powdered Carbon You empower the touched weapon with a +1 enhancement bonus per 5 caster levels (maximum of +5). The caster can either target a specific weapon or gloves in his inventory or a creature to enchant the weapon the creature is wielding or gloves if they are not wielding anything. If a ranged weapon is targeted or the target creature is wielding a ranged weapon all equipped ammunition will have the enhancement. Note: Works on bows and gloves Improved Invisibility ¶ Caster Level(s): Bard 4, Wizard / Sorcerer 4 Innate Level: 4 School: Illusion Descriptor(s): Component(s): Verbal, Somatic, Material Range: Touch Area of Effect / Target: Single Duration: 1 Turn + 1 Round Per Level. Additional Counter Spells: Invisibility Purge Save: Harmless Spell Resistance: No Material Component: Gum Arabic The target creature becomes invisible and impossible to detect using normal vision. After attacking or casting spells the target creature will become partially visible and detectable by enemies, but still retain a concealment bonus equal to 20+1 per caster level to a maximum of 50. The target also gains a bonus +2 to Dodge AC. Note: Change in concealment calculation and +2 Dodge Wall of Fire ¶ Caster Level(s): Druid 5, Wizard / Sorcerer 4 Innate Level: 4 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Wall 30 ft Long Duration: 1 Round / 2 Levels Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes This spell creates a curtain of fire that deals 4d6 plus 1d4 per 3 caster levels fire damage to any creature that attempts to pass through it. Note: Spell continues to scale Hammer of the Gods ¶ Caster Level(s): Cleric 4 Innate Level: 4 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Save: Will Partial Spell Resistance: Yes The caster smites a group of enemies with divine light for 1d8 points of damage for every two caster levels for the first 10 levels plus an additional 1d8 points of damage per every 5 levels thereafter. Enemies that make a Will save take half damage and avoid being dazed for 1 to 6 rounds. Note: Spell continues to scale Flamestrike ¶ Caster Level(s): Cleric 5, Druid 4 Innate Level: 4 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic, Material Range: Medium Area of Effect / Target: Medium Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: A Holy Symbol which must be worn A pillar of flame engulfs all within the area of effect, inflicting 1d6 points of damage per caster level up to level 15, plus an additional 1d6 points of damage per 3 caster levels thereafter. Half of the damage caused by the spell is divine and the other half is fire-based. Enemies are struck by both damage types, while allies are struck only by the fire damage. Note: Spell continues to scale Stoneskin ¶ Caster Level(s): Druid 4, Ranger 4, Wizard / Sorcerer 4 Innate Level: 4 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic, Material Range: Touch Area of Effect / Target: Single Duration: 1 Hour / Level Additional Counter Spells: Save: Harmless Spell Resistance: No Material Component: Dust of Topaz This spell grants the target creature damage reduction as such: Level 9 or below: DR 5/+1 Level 10 to 14: DR 5/+2 Level 15: DR 5/+3 Level 16 to 19: DR 10/+3 Level 20 to 24: DR 10/+4 Level 25+: DR 10/+5 The spell absorbs 10 points of melee damage per caster level, to a maximum of 150, before collapsing. Note: Max damage increased from 100 to 150 Firebrand ¶ Caster Level(s): Wizard / Sorcerer 5 Innate Level: 5 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic, Material Range: Medium Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: Alchemist's Fire Masses of flame (one per caster level to a maximum of 15) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than balls of flame, only the closest targets will be damaged. If there are more balls of flame than creatures, the excess balls of flame disappear. Each ball of flame explodes for 1d6 points of damage per caster level up to level 10 plus an additional 1d6 per 3 caster levels thereafter. Note: Spell continues to scale Ball Lightning ¶ Caster Level(s): Wizard / Sorcerer 5 Innate Level: 5 School: Evocation Descriptor(s): Electricity Component(s): Verbal, Somatic, Material Range: Medium Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: Small Metal Pellet Balls of lightning (one per caster level to a maximum of 15) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than balls of lightning, only the closest targets will be damaged. If there are more balls of lightning than creatures, the excess balls of lightning disappear. Each ball of lightning explodes for 1d6 points of damage per caster level up to level 10 plus an additional 1d6 per 3 levels thereafter. Note: Spell continues to scale Inferno ¶ Caster Level(s): Druid 5 Innate Level: 5 School: Transmutation Descriptor(s): Fire Component(s): Verbal, Somatic, Material Range: Short Area of Effect / Target: Single Duration: 1 round / level Additional Counter Spells: Save: None Spell Resistance: Yes Material Component: Bee's Wax The caster causes a target to ignite into flame. Each round the target will suffer 1d6 +1/level. A reflex save is permitted each round to avoid damage, making the save does not put out the flames, only enables damage to be skipped for that round. Note: Spell continues to scale Cloudkill ¶ Caster Level(s): Wizard / Sorcerer 5 Innate Level: 5 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Large Duration: 1 Round / 2 Levels Additional Counter Spells: Save: Fortitude Special Spell Resistance: Yes A billowing cloud of noxious vapors settles over the area. Its effects vary according to the Hit Dice of the affected creatures: 1-3 HD: Instant death 4-6 HD: Fortitude save or death Over 6 HD: 1d10 damage/round per 5 caster levels Note: Spell continues to scale Cone of Cold ¶ Caster Level(s): Wizard / Sorcerer 5 Innate Level: 5 School: Evocation Descriptor(s): Cold Component(s): Verbal, Somatic, Material Range: Cone, 30ft Area of Effect / Target: Spell Cone Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: A Glass Rod A cone of frost and snow shoots forth from the caster's hands, doing 1d6 points of cold damage per caster level up to level 15 plus an additional 1d6 per 2 caster levels thereafter to all those within the area of effect. Note: Spell continues to scale Dirge ¶ Caster Level(s): Bard 6 Innate Level: 6 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Large Duration: 1 Turn + 1 Round / level Additional Counter Spells: Save: Will negates Spell Resistance: Yes The caster's song draws the energies of death and destruction. Any enemies in the area of effect suffer 2 points of Strength and Dexterity ability score damage each round. If the enemy leaves the area of effect, their Strength and Dexterity are restored. Note: Duration and change to Will Save Blade Barrier ¶ Caster Level(s): Cleric 6 Innate Level: 6 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Wall 30 ft Long Duration: 1 Round / Level Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Blade Barrier brings into being a 30-ft long and 3-ft wide wall of stabbing blades. All those passing through the wall take 1d6 points of damage per caster level up to level 15 plus an additional 1d6 per 4 levels thereafter. Note: Spell continues to scale Acid Fog ¶ Caster Level(s): Wizard / Sorcerer 6 Innate Level: 6 School: Conjuration Descriptor(s): Acid Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Large Duration: 1 Round / 2 Level Additional Counter Spells: Save: Fortitude Spell Resistance: Yes Acid Fog creates a thick, clinging, greenish cloud. Creatures entering the cloud take 4d6 acid damage. Creatures entering the cloud must make a Fortitude save or have their movement reduced by 50%. Every round a creature spends in the cloud, it suffers 2d6+1 point per caster level acid damage. Note: Spell continues to scale Chain Lightning ¶ Caster Level(s): Wizard / Sorcerer 6 Innate Level: 6 School: Evocation Descriptor(s): Electricity Component(s): Verbal, Somatic, Material Range: Long Area of Effect / Target: Colossal, 1 Target / Level Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: A Glass Rod A bolt of electricity arcs through the caster's enemies for 1d6 points of electrical damage per caster level up to level 20 plus 1d6 points per 2 caster levels thereafter to the initial target and half that amount to all secondary targets. Note: Spell continues to scale Banishment ¶ Caster Level(s): Cleric 6, Wizard / Sorcerer 7 Innate Level: 6 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Will negates Spell Resistance: Yes The caster is able to cause all summoned creatures, familiars, animal companions, and Outsiders in the area of effect to be destroyed. A number of creatures equal to four times the caster's level in HD can be banished. Note: Bumped from 2 times to 4 times Crumble ¶ Caster Level(s): Druid 6 Innate Level: 6 School: Transmutation Descriptor(s): Sonic Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: One Construct Duration: Instantaneous Additional Counter Spells: Save: No Spell Resistance: No This spell inflicts 1d6 points of damage per caster level up to level 15 plus an additional 1d6 points for each 3 caster levels thereafter to a selected Construct. This spell does not affect living creatures. Note: Spell continues to scale Greater Stoneskin ¶ Caster Level(s): Druid 6, Wizard / Sorcerer 6 Innate Level: 6 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic, Material Range: Personal Area of Effect / Target: Caster Duration: 1 Hour / Level Additional Counter Spells: Save: Harmless Spell Resistance: No Material Component: Dust of Diamond Grants the caster a damage reduction of 20/+5. The spell absorbs 10 points of melee damage per caster level, to a maximum of 200, before fading. Note: Max damage upped from 150 to 200 Power Word, Stun ¶ Caster Level(s): Wizard / Sorcerer 7 Innate Level: 7 School: Divination Descriptor(s): Component(s): Verbal Range: Medium Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Clarity Save: Will Special Spell Resistance: Yes Those in the area of effect take 1d4 per 2 caster levels Sonic damage and must make a Will save or be stunned for 2d4 rounds. A successful Will save stuns the target for 1 round. The maximum creatures affected in the area are 1d4+1 per 5 caster levels. The spell does not affect those immune to Mind spells. Note: Area of Effect now Delayed Blast Fireball ¶ Caster Level(s): Wizard / Sorcerer 7 Innate Level: 7 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Huge Duration: 1 Round / 3 Levels Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes The caster creates a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, doing 1d6 points of fire damage per caster level to all within the area of effect up to level 20, plus an additional 1d6 points per 2 caster levels thereafter. Note: Spell continues to scale Firestorm ¶ Caster Level(s): Cleric 8, Druid 7 Innate Level: 7 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Spell Component: Holy Symbol must be worn Everyone within this spell's area of effect are inundated with a rain of fire and take 1d6 points of damage per caster level up to level 20 plus an additional 1d6 points of damage per 2 caster levels thereafter. Half of the damage is divine and the other half is fire-based. Allies are not subject to divine damage. Note: Spell continues to scale Nature's Flow ¶ Caster Level(s): Druid 8 Innate Level: 8 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Gargantuan Duration: Concentration, 1 Round / Level Spell Resistance: No Spell Component: Holy Symbol must be worn Area Limitation: Natural The druid focuses all his natural will to project an expansive aura around himself. This aura flows from Nature through the druid and out to her or his allies. After the aura blankets the area, and for 1 round per level while the druid maintains her or his meditative focus, all allies regenerate 12 hit points per round. If the druid's concentration is broken, either by his own volition, such as attacking or casting, or by taking damage, the regenerative flow of nature is broken as well. To assist with keeping focus, the caster is also surrounded in a protective layer when the spell is first cast. Note: The protective layer now includes all damage types. Mass Disorientation ¶ Caster Level(s): Wizard / Sorcerer 8 Innate Level: 8 School: Enchantment Descriptor(s): Mind-Affecting Component(s): Verbal Range: Short Area of Effect / Target: Colossal Duration: 1d8 Rounds Additional Counter Spells: Save: Will Negates Spell Resistance: Yes Non allied creatures of most racial types in the area of effect who fail a Will save are clouded with one of the following afflictions:
Bracar's Fascinating Elemental Storm ¶ Caster Level(s): Wizard / Sorcerer 8 Innate Level: 8 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Gargantuan Duration: Instant Additional Counter Spells: Save: None Spell Resistance: Yes Developed after years of study of the ancient Rhun Zharr Tome, this fascinating spell is one of Brac’ar Fireface Kilring’s finest creations. When cast, a storm of elemental missiles shoots forth towards the target, stopping them in their tracks as they stare in fascination at their impending doom. This spell is a testament to the skill and mastery of woven magic of this dwarven wizard, tailor and scribe. A number of elemental missiles (one per caster level to a maximum of 20) appear and randomly target and hit any hostile creature in the area of effect. The missiles will have an even spread among the target(s) as possible, with a maximum of 8 per target. Random elements pour forth from the casters hands into the missiles, giving an unpredictable result in what type of elemental damage the target(s) will take. The possibilities include 2d8+1 per 2 caster levels of fire, lightning, cold, or acid damage. Additionally, each missile in the colorful spectrum has a dazzling effect on the target(s) and the target struck with the blast of elemental energy must make a will save or be dazed for 1d4 rounds. Note: Spell continues to scale Sunbeam ¶ Caster Level(s): Cleric 8, Druid 8 Innate Level: 8 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Colossal Duration: 3 Rounds Additional Counter Spells: Create Greater Undead Save: Reflex Negates Spell Resistance: Yes Material Component: Holy Symbol The caster summons a globe of divine radiance to blind and burn those within the area of effect. Undead take 1d6 points of divine damage per caster level to a maximum of 25d6. All other monster types take 1d6 points of divine damage per 3 caster levels and are blinded for 3 rounds. A successful Reflex save halves the damage and voids blindness. Any shadows or vampires caught in the area of effect will be instantly slain if they do not make a successful Fortitude save. Note: Spell continues to scale Earthquake ¶ Caster Level(s): Cleric 8, Druid 9 Innate Level: 8 School: Evocation Descriptor(s): Component(s): Verbal, Somatic, Material Range: Personal Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: No Material Component: A Holy Symbol which must be worn The caster causes a massive earthquake around himself, causing 1d6 points of damage per caster level up to level 20, plus an additional 1d6 points of damage per 2 levels thereafter to all creatures in the area of effect. The caster is not affected by the earthquake. Note: Spell continues to scale Horrid Wilting ¶ Caster Level(s): Wizard / Sorcerer 8 Innate Level: 8 School: Necromancy Descriptor(s): Death Component(s): Verbal, Somatic, Material Range: Long Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Fortitude 1/2 Spell Resistance: Yes Material Component: A Piece of Sponge All creatures within the area of effect take 1d8 points of withering energy damage per caster level up to level 20 plus 1d8 per 2 caster levels thereafter. Note: Spell continues to scale Incendiary Cloud ¶ Caster Level(s): Wizard / Sorcerer 8 Innate Level: 8 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Large Duration: 1 Round / Level Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes The caster creates a cloud of smoke and embers that causes 4d6+1 per caster level points of fire damage each round to all creatures within the area of effect. Note: Spell continues to scale Bombardment ¶ Caster Level(s): Druid 8 Innate Level: 8 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic, Material Range: Long Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: Quartz Crystal Rocks fall from the sky, causing 10d8+1d8 per 3 caster levels above level 10 points of damage to all enemies in the area. Note: Spell continues to scale Sunburst ¶ Caster Level(s): Druid 8, Wizard / Sorcerer 8 Innate Level: 8 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Save: Reflex Spell Resistance: Yes A brilliant explosion occurs where the caster directs causing 1d6 points of damage per caster level (to a maximum of 25d6) to all undead. Non-undead creatures suffer 1d6 damage per 4 caster levels. Vampires are destroyed instantly if they fail a Reflex saving throw. All enemies in the area of effect must also make a successful Reflex saving throw or be blinded permanently (the blindness can only be magically removed). Note: Spell continues to scale Nature's Balance ¶ Caster Level(s): Druid 9 Innate Level: 9 School: Transmutation Descriptor(s): Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Fortitude Negates Spell Resistance: No Focusing your link with nature, you are able to channel essential life forces to balance yourself and those around you. Performing this great sacrifice will tax your body tremendously, effectively setting your current hit point value to 50% of your maximum. This act of attunement then grants you the ability to tip the scales to those who surround you. The primal equilibrium reached within will then allow you redistribute life energies to both friend and foe in a similar balance. The spell will set all your allies to 75% of their maximum hit point value and enemy creatures surrounding you to 25% of their maximum hit point value if they fail the fortitude save. Note: Size change Power Word, Kill ¶ Caster Level(s): Wizard / Sorcerer 9 Innate Level: 9 School: Divination Descriptor(s): Death, Mind Component(s): Verbal Range: Short Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Death Ward Save: Will Spell Resistance: Yes 1d4+1 per 5 caster level creatures in the area of effect must make a Will save or die. A successful Will save will cause 1d6 Sonic damage per 2 caster levels. Note: Area of Effect spell with damage Howling Hurricane ¶ Caster Level(s): Wizard / Sorcerer 9 Innate Level: 9 School: Conjuration Descriptor(s): Cold, Sonic Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Large Duration: Round / 5 Levels Save: Fortitude Special Spell Resistance: Yes On entrance, targets are stricken with a blast of Cold air dealing 1d6 points of damage per 5 caster levels. Every round in the hurricane will then continue to deal 3d6 Sonic damage and render the target Deaf. In addition if the target fails a Fortitude save, they will take 5d6 points of Cold damage and be blinded for 1 Round. Mass Flesh to Stone ¶ Caster Level(s): Wizard / Sorcerer 9 Innate Level: 9 School: Transmutation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Colossal Duration: Special Save: Fortitude Immunity: Freedom Special Spell Resistance: Yes Those in the area of effect are petrified, encased in stone forever. Targets failing a Fortitude save but have Freedom of Movement are encased in rock for 1d4 rounds. The caster can petrify 1d4+1 per 10 levels of creatures. PCs who fail the save and do not have Freedom of Movement are petrified for 3 Rounds. Meteor Swarm ¶ Caster Level(s): Wizard / Sorcerer 9 Innate Level: 9 School: Evocation Descriptor(s):Fire Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes The spell causes everything within the area of effect to be pummeled by incoming meteors. All those caught in the destruction take 20d6 points of damage plus 1d6 per 2 caster levels thereafter and then are set on fire which deals 1d6 fire damage for 5 rounds or until a reflex save is made. All creatures within 7 feet of the caster are protected from the spell's effect. Note: Spell continues to scale Implosion ¶ Caster Level(s): Cleric 9 Innate Level: 9 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Up to 4 Targets Duration: Special Additional Counter Spells: Save: Fortitude Negates Spell Resistance: Yes The caster creates a vortex of destruction that tears asunder the first creature found within its area of effect, killing them instantly unless they make their saving throw. It then targets another creature for the next round for up to 4 rounds. The caster may not perform any other actions while focusing on Implosion. Note: Redone FIN The following users thanked this post: Cinnabar
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General Discussion / Layonara 3.2 Is Coming Soon!« on: April 01, 2009, 01:38:13 pm »[SIZE=18]No Fooling! [/SIZE] You folks won't believe the load of changes we've packed into this update. Many suggestions were implemented, many annoyances corrected and a boat load of new functionality was tossed in. Combine that with the sweet new areas built by Chongo and you're all in for a big treat! Our scheduled release is pending some playtesting but we're targeting the weekend. Maybe as early as the quiet hours of Saturday morning, but no guarantees. More then your game experience, your community experience is going through a bit of an overhaul as well. I eluded to this in an earlier post but we felt most of the policy, procedure and rule changes are now all intertwined, so to release partial changes would have been confusing without the full picture. [SIZE=18]Stay tuned for a few teasers and added details![/SIZE]
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Layonara Server / Rules, Policies and Procedure Review« on: March 16, 2009, 03:06:24 pm »
Over the past few weeks the teams have been spending time analyzing all of our rules and procedures.
Some have needlessly languished as archaic solutions to problems that we experienced as a very active community. Some have always been difficult situations where making everyone happy was not possible. Some were even probably mistakes on our part to institute, harming the majority of the innocent players for minimal actions of the guilty. Some bog down time for GMs to police and thus hurt their ability to create meaningful moments for the players. Some bog down our teams with administrative overhead that could be better spent on making the world more fun. To this end, as we reach definitive conclusions on our reviews, we will be announcing and rolling out these changes. This may take some time yet still, but there are some that we have quickly agreed can be adjusted and there's no reason we should not implement them right away. As always, we will listen to your feedback. I can tell you right now that threads and posts on these forums by community members are continually referenced in our discussions. As a final note, our focus on these adjustments have tried to aim particularly at having the existing community enjoy Layonara more and welcoming new members to have as much fun as they can. The following users thanked this post: Cinnabar
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Layonara Server / LORE Character Updates« on: January 29, 2009, 04:23:16 am »
While working on some web server backup maintenance, with the help of orth we made some changes to LORE. The two most notable differences are:
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General Discussion / A Happy farewell« on: September 15, 2008, 01:35:54 pm »
I am stepping down from the GM team. It has been so much fun being a GM for all of you. Thank you all for the energy that you have brought to my quests. I am doing this now because I feel I dont have the time to commit to quests that it takes and needs to be a good GM. I will still be playing though and maybe more so .
Being a GM is not an easy task on Layo. Not only is there so much you need to know but the player base is very sophisticated and that means you had best be on your toes at all times as a GM. By the end of some of my quests I would just log and pass out from the amount of multi tasking it took. Please keep in mind that most of the time there is only one GM there and he or she is trying to track all text (many times in multi locations), use a plethora of tools to call forth this beast or that NPC, play the NPCs, turn area spawns on and off, balance and re balance encounters, and set the mood and stage. All of this is after a couple of hours of set up. Be nice to them they work really hard. Thank you all, Jrizz - Happy The following users thanked this post: Cinnabar
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