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Messages - Pen N Popper

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1221
Trade and Market Hall / WTB: enc II acid to be put on iron heavy flail
« on: February 14, 2006, 07:23:26 am »
*A note written neatly on the reverse side of a scroll of expeditious retreat.  The ink, having soaked through the parchment, now obscures enough of the scroll's orginal text as to make it unusable.  If sniffed or read by the near-sighted, the paper smells strongly of fish and one would suspect that the poster had used it to roll his supply of cooked fish prior to its use as a notice.*

The smashing good fellow, Pig, is looking for anyone that might be able to enchant his "smasher" with a coating of magical acid.  If one is able to do such or has an emerald (so he stops bringing me other green "pretty" stones), do contact him.  Having spoken with his banker, I can assure you he is able to pay no matter his claims of "Is lots!" and "Yous is robberings Pig!"
*signed* PiG

*The signature is scrawled in charcoal and is clearly of a different hand than the note's author.*


((I don't know how these things work, just know that I'd enjoy the extra punch.

1222
Quests Ideas and Discussion / All-inclusive Blood quest
« on: February 11, 2006, 09:29:44 am »
Storyline quest suggestion:

I will outline a massive player quest here.

The impetus for this is Leanthar's mentioning that there are greater than 750(!) active players.  Wow!  How can all of us possibly be involved in the central Blood storyline?  The forums are bursting with enthusiasm to join quests (which has been causing the server to burst at times as well).  The GMs are doing their best, but there are only so many hours in the day.  Solution?  A new cumulative quest system.

This will take scripting and some new areas.  I will purposefully attempt to make this suggestion as simple as possible in terms of scripting, though not having crafted much in the toolset it may be unrealistic.

Here's the basic idea:  Blood's forces are swarming over place X (Stone?).  The king has requested that a volunteers be gathered to assess and combat Blood's forces.  These small groups are given a mission and are then portaled behind enemy lines do accomplish their goal.  Some groups will be portaled to the frontline for combat, to guard a narrow pass, or assassinate an important lieutenant.  Others will be dropped in to scout forces, recon a series of tunnels, use their mining skills to collapse a passage or dig one.

The groups:
+ Each group is to be from three to six players.  The level ranges for the groups will be 1-6, 7-11, 12-18, 19-40.  One player in the group may fall outside that range into the one above or below.  (eg. A 7-11 group may take one 4th level -or- one 16th level.)
+ Each player may partake in only two missions, but not the same one twice.  Choose carefully!
+ PCs returning from battle may, and are expected to, share information with their fellow defenders.  Later groups will, if done properly, be better prepared than earlier groups.
+ Various missions will take varying skills; form your groups carefully!

The mechanics:
+ Players enter barracks in Hlint and speak with guardsman to chooses a mission.  They are given a journal entry for the mission.  The portal in the room will take him to the mission site if he is in a party that meets the above criteria.  The entire party is portaled when the first enters.  The journal entry is marked as complete at this point.
+ In each mission, there is a single goal to be accomplished.  For simplicity, I am suggesting a usable device be placed where the goal is.  Each player that uses the device gets a token in their inventory representing success against Blood.  
+ To return from the mission, players have two choices:  1) Return to their start location and re-portal home, and 2) die.  Slain players may -not- return.  Doing so through their bindstone is considered an exploit.  
+ Should DTs be in effect on these missions?  (So this is where the Soul Mother has been keeping herself busy.)
+ Dying after the token for success has been received is acceptable and still counts as a mission accomplished.
+ Upon returning home, the token (perhaps looks like a parchment report?) is placed into the chest by the guardsman.  A running tally is kept:  Number of PCs going vs. number of reports received.  (This score can be used by the GM team to set the tone of the Blood quest.  Are we winning or losing?)
+ Perhaps each mission gives a different token/report.  If too many of one type are being taken, Blood would shift some forces there thus making them more difficult to accomplish.

The missions:
+ Each level group should have either separate missions, or scaled missions.  I am not familiar with spawn scaling but have seen some very impressive spawns based upon level here in Layonara.
+ My recent death on the bugbear quest is about the right level of difficulty.  A well prepared group will succeed with difficulty, a poorly planned group will be slaughtered.
+ Incorporating aspects from the various classes would be good.  Missions for pure rogue/ranger, druid/ranger, magician, and fighter would be good too.
+ I am envisioning that each mission is expected to take the group under two hours to accomplish.  Longer perhaps if there is RP in the group, less if they slam through with detailed beta.
+ Tweaking the missions over time is acceptable.
+ Keeping the areas as simple as possible for the builder's benefit is acceptable.  (eg. A single level of tunnels, a hilly field, mountain pass, etc.)
+ Remember!  Each player must touch the token device for maximum success.  Slaughtering your way in for an assassination where 4 of 6 of the party dies, is not as effective as two parties of 3 sneaking in and back.

Example missions.
#1: Dig a tunnel. Battle some baddies then "mine" a bunch of stone to simulate opening or closing a tunnel system.  Token device behind all the stone.
#2: Stealth into a camp and assassinate a lieutenant.  Token device is his chair.  (Need to dispel invis for that adventure.)
#3: Hold a mountain pass from attack.  Players appear in pass and choose their defense:  archers placed on ridge, or four half-giants blocking the middle, or a slew of traps out front.  When ready they use a telescope which triggers the spawn(s).  All hell breaks loose.  In addition to baddies, the spawn also places the token device.
#4: Burn a camp.  Pure battle.  Spawn on ridge with camp below in valley.  Assess situation and crush them.  Provide clever opportunities for trap layers, etc.
#5: Recon a pass or gather intel from a house.  Rediculously difficult battle; purpose is to get in and out unseen.  If you're spotted, *poof* buh bye!

1223
LORE Ideas, Suggestions and Requests / Merge player and GM calendar
« on: February 08, 2006, 03:50:30 am »
I would like to see the player and GM calendars merged into one.  My thinking is that the GM calendar gets more visibility (due to the obvious benefits of being involved in a GM quest), and that the player events would get better visibility by being seen side-by-side with them.

Thanks!

1224
General Discussion / Thanks from Pig
« on: February 07, 2006, 12:41:26 pm »
Consider this a place holder for an in-character rendition of Pig's trip to Vorax' temple.  Many thanks to PCs Sabrissa Ice, Ifion Witseeker, Snippi Yertendon, Tyrian Baldu'muur, Sho'kon Mondargan, and Lilsacalala.  Didn't think we'd make it there, to be honest.

Some quotes...

"Kill them all!"
"All right crew, let's take them down!"
"Walk slowly, the dwarves might not be happy to see us. Especially one as large as Pig."

1225
General Discussion / Player quest: Trip to Vorax' temple
« on: February 02, 2006, 06:40:24 am »
All, I have a rare free evening (east coast, GMT-5) and would like to set up a quest.  My PC has been asking around about finding a temple of Vorax.  He has discovered it is in the "Bear-huggin'" mountains at a place called Ulgrid.  If there are any followers of Vorax (or gods allied with him) that might enjoy a pilgrimage there this evening, post here and I will add an event to the calendar.  I do not know OOCly how to get there and ICly will not lead such a pilgrimage (low CHA).

1226
NWN Ideas, Suggestions, Requests / Thirst / hunger
« on: January 29, 2006, 06:14:19 am »
Didn't want to hijack this thread: http://www.layonaraonline.com/forums/forums/thread-view.asp?tid=21748&posts=3#M136908

Getting thirsty, to me anyway, feels very OOC at the moment.  Thirst is:  Message saying you are thirsty, half dozen clicks on your canteen (no matter that you were in the middle of doing prior to the message), refill canteens.  Upping the weight of canteens will only hinder weak PCs and do nothing for stronger ones, in my opinion.

I think it is safe to assume that if you are in a town and are thirsty, you will dip some water from the well.  I would suggest, then, that only out of town do you get thirsty.  Other environmental aspects and activities altering this as well.  Simply put, running across a desert will surely lead to massive thirst.  One returning to a town with a well, your thirst is gone.  Alternatively, thirst should disappear when I go to the well to fill my canteens for surely I'd drink some of the water if I was thirsty.

The system could be as simple as this:  Add an adjustment to thirst/hunger on area transition trigger.  Transitioning into the desert increases thirst dramatically (better have brought juice and water!), entering a mountainous forest bumps hunger (so much walking but probably a stream or two).

On another server, they put colored status bars that clearly showed your thirst and hunger.

Thirst: ||||||||||||||||||||
Hunger: ||||||||||||||||||||

This allows a more realistic "feeling" of your health.

Thanks for listening!

1227
LORE Ideas, Suggestions and Requests / LORE "market" folder
« on: January 27, 2006, 04:23:30 pm »
From an IRC rambling...  [19:09]  i've been thinking about trade/economy (as i see in the forums many do many times)... but i think LORE is a solution that would be quite nice [19:10]  what if there were a "market folder" like the parchment one [19:10]  my pc would, in game, put things into it for sale [19:11]  they would show up on lore individually and a price would be set (perhaps a checkbutton too to list the item on the market for all to see) [19:12]  to add to this, limitations could be placed on the sellers [19:13]  for example, only tinkers below level 5 could sell molds  [19:13]  only tinkers above level 10 could sell fire traps (example arbitrary... i'm not a tinker) [19:14]  could further restrict that it not be a tinkering level of 5 to sell tinkering goods, but any cnr level... so a level 15 carpenter could not sell level 5 tinker stuff... he's a carpenter afterall [19:15]  *smiles* I will speak for Onest8 and Orth.. :)  Stay tuned. [19:15]  i'm just thinking out loud... as might be obvious [19:15] * OneST8 is back (gone 13:52:52) [19:15]  oops [19:15] * OneST8 sets mode: +o OneST8 [19:15]  the reason there are jack-of-all-trades is because crafters cannot find suppliers of the basics [19:16]  myself, i struggle to find shafts and molds... but would be happy to dig clay, sand, and chop trees [19:17]  coordinating this ingame is a nightmare... someone offers to make the molds if i dig the clay... i do so, but they have logged off [19:17]  i have 50lbs of clay... which i have to find a home for now before i log off (or trash it) [19:18]  i want to put the clay in my market folder, offer it for sale, and buy the molds [19:18]  PenNPopper: wrong link [19:18]  :) [19:18]  reading [19:19]  bah, don't read... here... do this instead... correct link [19:19]  lo [19:19]  :) [19:19]  yeah, he was asking for a post as that is the suggestion forum and while OneST8's ears catch most things said here, some might slip away

1228
CNR Suggestions/Discussion / XP from crafting... how is it calculated?
« on: January 23, 2006, 06:39:45 am »
Something doesn't seem right:  Crafting a dagger (1 small mold, 2 ingots metal, returns 1 mangled on failure) yields 10x the XP than a set of throwing axes (2 small mold, 9 ingots metal, 2 shafts, returns 1 mangled on failure).  

My question is this:  Should these high XP items be considered "practice" items for the craft?  Staying in-character and making only what my PC uses would result in him never (almost literally) gaining any levels in CNR weapon crafting.  Instead, I find myself making the throwing axes and compensating myself the XP by making a dagger.  

Thoughts?

1229
Trade and Market Hall / Wanted: Items of strength and armor
« on: January 19, 2006, 06:54:11 pm »
*Written in a neat hand on a clean piece of parchment, this notice is tacked on the Wild Surge's bulletin board*

Wanted -- Magically enchanted items to boost the strength and ward off blows. See Pig here in Hlint if you have such equipment for the offering. Collecting coins not being his forte, all offers of indentured servitude or other services that will take him far away from Hlint will be considered in exchange for such items.

((See http://nwn.layonara.com/Pen%20N%20Popper#2

1230
General Discussion / Suggestions needed for gear
« on: January 18, 2006, 12:52:51 pm »
Here's my dilemma:  I have no idea what to (attempt to) outfit my PC with in terms of gear.  Briefly, he's a half-giant fighter that uses a maul... and the occassional throwing axe.  Currently lvl 6, almost 7.  I expect that my leveling will be slow as I "stop to smell the (RP) roses" too often.  So, what does he save up for and attempt to get at the various levels?  I'm not a skilled NWN combat player, so all I can think of is to up my AC and STR.  Any helpful suggestions?

Thanks!

1231
Trade and Market Hall / Wanted: Food and drink
« on: January 09, 2006, 06:14:00 am »
Grumbling, the half-giant gives the stale rations a sniff.  Wrinkling up his face, he stuffs them into mouth and empties a canteen after it.  With much of the water having spilled down over his chin and front of armor, Koppig uses a dirty hand to wipe at the slimy mess that results.

"Pig is tire only for drinker water!" he says, throwing leaking canteen to the ground.  "Is wantings whiskey juice and meats for eater!"


((ooc:  I'd be happy to purchase CNRed food and drink from the cooks.  The cheaper variety is my preference as my net worth seems stable at "poor."  :-)

1232
Layonara Server / selling items through LORE?
« on: January 08, 2006, 06:07:00 am »
Here's an idea:  Could we do actual selling of items through LORE?  Here's how I imagine the interface would work:

First, a table is generated on a new Items tab for a PC.  It would have a checkbox indicating it was for sale and a text field where the price would be entered. These items would then show up on a new "public market" LORE page where they could be bought online.

Prices:  The issue of pricing would arise, as it often does in the forums for auctions.  Several options:  1) Develop a formula for the database that sets the prices appropiately for high end items, leaving basic things (herbs, etc.) to market forces.  2) Eliminate the high end items completely (put a level limit on items that can be sold).  3) Have the system learn what a good price is by logging the highest price paid for an object over time.

Auctions:  One possible solution to pricing is to have simple auctions.  A price is set by the seller and on the "public market" page there is a "bid" button that add 10% to the displayed price.

Fees:  Taxes could be levied against the seller.

Perhaps I'd finally get those hickory shafts!

1233
Trade and Market Hall / Wanted: shafts of hickory, small casting molds
« on: January 04, 2006, 07:08:00 am »
Grabbing the passing halfing by the scruff of the neck, the half-giant carries him over to the message board in Hlint.  Feet dangling limply, the wee fellow quickly reaches beneath his cloak and withdraws a lavendar-scented bag of herbs.  Rolling his eyes, he presses the pouch against his nose.

"Pig!" A muffled cry escapes from the halfing. "If you're going to collect goblin ears, at least have the sense to scrape the other parts off of yourself.  Now put me down."

Koppig plops the fellow down in front of the board, patting him on the back with a thump.  "Yous is smarts," he says, pressing a dirty hand against the note-covered board. "Yous writer for Pig."

Rolling his eyes again, the halfling turns to the board and finds an old note to write on the back of.  "Alright, what are you after."

"You writings this:  Pig is lookering fors maker things.  Is maker throw axes for good smash.  Is hear needer shafts of hickory and littles for mold metals.  Pig not have lot shinies but strong for carry and smash."  Pig swings his maul along the ground as he says this, nearly sweeping the halfling off of his feet.

"Careful with that!" Skipping out of the way, the halfing continues to write for a moment before tacking the note up onto the board.  It reads:


Sirs and madams, the large brute known as "Pig" is seeking the components necessary to craft throwing axes.  Those with skill at shaping shafts of hickory and forming small molds, please seek him out.  (If you have sandpaper, you might suggest he keep some on hand for you wood workers.  I'm sure he'd welcome metals for smelting as well.)  He has few coins but offers instead his strong back and smashing ability.


((ooc:  If there are basic crafters out there looking for an outlet for their items, do seek me out.  It would be very OOC for my PC, Koppig Varken, to do too much crafting.  There seems to be enough carpenters and tinkers so stop by if you wish to ply your craft for an appreciative player.  Thanks!

1234
General Discussion / Economy? What economy?
« on: December 22, 2005, 05:49:00 am »
I continue to see references here to an "economy," with sellers of items getting grief over pricing their goods.  Perhaps this lense-of-pricing could be agreed upon as the gold standard?  That way there wouldn't ever be an OOC issue with prices.  Would make a good hook for an RP blackmarket too on items that are mis-priced, etc.

1235
Development Journals and Discussion / Koppig Varken
« on: December 12, 2005, 05:14:00 pm »
Leaning heavily on the rails of the pen, Koppig squints at the pair of unclaimed oxen.  With a crooked grin that displays stained and rotten teeth, he throws the twig he had been using to pick his teeth at the nearest one.

"Yous is not for listenings Pig," he says with a grunt.  "Is not need for be scary, Pig not can eatering yous."

Wiping his dripping nose with the back of a broad hand, Koppig returns to his tale.

"Pig is find new home Hlint," he says, casting gaze around darkening town. "Is meet manies for need strong smashering.  Is even can sleepings in-in."

With this he grabs the long handle of a well-used maul leaning beside him. Swinging it lazily over the fence towards the cowering oxen, laughing with a snort.

Sweeping the maul head low along the ground inside of the pen, he says "Pig is smashings lot littles like this.  Them littles get broken.  Pig is for learn smash manies."

With a thump that buries the head of the maul deep into the pen's soil, he ceases his clumsy swings.  A gurgling belch sends a breeze of fetid air towards the near-panicing animals.

"Pig get lot shinies," he says with a swaying nod of his oversized head, "then buy yous for eatering."

With that he lumbers off towards the heart of Hlint, trailing the maul behind him along the dusty path.

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