Adventuring in Ancient Ruins
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A solution to hide things with a touch of randomness of finding them. Much like the secret room in Harry Potter series where everyone hid their junk.
You throw in junk, and adventurers later find things based on what pervious adventurers dumped there.
Sure, you'd need a database, but with a small XP reward based on the item's value it could prove a fine alternative for the charity chest.
Combine it with regular loot chests for extra value, place an OoC explanation how it works.
Mad gnomes with scavanging animatrons could guard the place, etc -
I'm 100% sure the DCs for these are too high. My level 9-10 wizard with skill focus lore and identify tried multiple times to read them (If they're the same ones I'm thinking of) and I never once got a partial translation.
I know what the DCs are, they're definitely not too high.
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Then we should probably test it out with a bunch of PC wizards. I have tested it before, but something wierd happened with, for example, fishing one time that meant it actually looked fine, but needed fixing.
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Epic Orog war parties move into the local underdark?
Just color a bunch of half-orcs black and boom, creature done :)
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I have not come across any of the things requiring a check, except the portals, and those i can figure out about half the time, my lore is in the low 20's when I am kitted up
There was a thing in the Netherise Lab, but in all the time when I had access to the lab, I was never able to get it to work for me, I just passed that off as not being able to because of not knowing the language
And anything underwater? They certainly are challenging and interesting, but that being said, I see one, as with many of the climb checks, I turn back and go the way I came from. I avoid those things now
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having just tried this in the ruins with a lore skill in the high 40's i am thinking that there is probably a need to revisit the dc's required.
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Dungeon: Haunted house in the area of king's swamp that no one sane willingly enters…
While not to the bar of a certain famous permadeath DM dungeon, something just as treacherous.Until the current version of the haunted murder mansion is fully defeated, your defeated PC could be in a horrific pocket plane for an eternity. The hostile npcs subdue and transport you to further torment you, not kill.
Every 24 hours is a small opportunity to escape, you don't have to roll every day for it as it stacks. On a 1 your PC dies and is animated as an undead, although you could be raised after. 20 is freedom!. They could leave with their loot and the completion reward, if rescued from it being finished. There is also a reward for escaping: consumables that may be also used to escape again- so an escapee could rescue two people and be able to escape themselves.
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Awhile ago, some DM ran an event in the sewers that filled them with undead.
This particular horde was lead by a lich aaannnnndd, well, he could teleport/stop time.
This was probably the coolest undead in the sewers event i've ever seen. It did spill out into the netherese ruins. Was so awesome.
I liked how it was incredibly weak undead mixed in with some stupid-strong ones. . . I mean the whole concept of the sewers being coated so thick you could barely maneuver.. This should happen again.
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I remember literally a WALL of undead, filling the entire screen. Literally there was maybe 50 to 100 undead.
I had a cat powered lightning rod. The server stopped for 60 seconds, just PAUSED, each time I used it. -
I find interactive objects in ruins created by DM's with their own background and lore to be very interesting and fun to encounter. It's boring to skip past obvious traps layed in the middle of the floor, interaction and choices are what are funnest.
It can be a NPC spirit, some wanderer, crazy hermit, lost adventurer. It could be the sword in the stone in the Damp Cave quest. It doesn't matter, as long as you have choices with consequences. I remember the first time I played CoA not to long ago (which was also my first time roleplaying neverwinter nights) I came across the odd "star pact" stone in the wizard-rats quest you get from the flying book. I remember reading the lines as I kept watching the stone that made me mad and it felt so intense and awesome lol. It was kind of anti-climatic however. But I remember I found it to be the best thing I ever read/RPed :lol:.
Another thing that is great and very statisfying is…. ALOT of piled up WEAK mobs. Another early memory, I did the undead-island quest and some DM showed up to "spice it" as you call it. He spawned SO many weak zombies. It was great to slaughter through all of them. It's so statisfying to just watch them all be obliterated. It's also SO fun to throw a fireball and watch like 10 of them explode. So perhaps rooms filled with weak mobs here and there would be fun!
So anyway, that's the opinion of nooby me.
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The star pact stone might not have worked when you encountered it. It was broken for a while… It does grant you something now.
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Also some cool new things were added to the ruins recently, by Moloch no less. I am unsure if anyone has actually found them though.