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Topics - jcly kite

Pages: [1]
1
General Discussion / Zombies EVERYWHERE
« on: April 26, 2011, 10:00:49 PM »
Hi everyone, I'm whitekite. Nice to meet you.

I've wanted to make something like this for a while. I want to make a NWN module that is basically a multiplayer campaign, but the key details are controlled by a GM. The catch is, the GM will be playing alongside the rest of the players, secretly altering the course of the campaign. Of course everyone will know who the GM is in advance, but who knows what kind of mayhem he'll stir up?

The scenario is your typically zombie apocalypse. Some people are at an inn and suddenly there's like a million zombies EVERYWHERE. Get set, go!

It will play more like a video game than a standard NWN module.

Here's the brainstorming I've done so far. Skip to the very bottom of the post if you don't feel like reading a crapload of stuff.



Something’s amiss at the Weeping Willow Inn
This is a role-playing scenario in which an unlikely cast of characters gets pitted in a battle for their lives against an endless onslaught of zombies. They must use their wits to overcome any immediate dangers and eventually find a permanent escape from the hell that their lives are about to become. I hope to make several ways that the scenario can be completed. One of them is TPK, but hopefully it is not so difficult that this happens. Unless you are really stupid.

This is not DnD. I borrowed many names from DnD, but I have modified the mechanics in such a way that the DnD rules are more or less irrelevant.

I suck at finishing things. I reserve the right to give up on this at any time.

Setting
It’s just another evening at the Weeping Willow Inn. The lobby is bustling as always with various travelers swapping stories and sharing drinks at the counter, traveling artists performing in hopes for getting some coin from the inn’s customers, and worn-out hunters just taking a break from the exhaustion of everyday life. As the sun sets, an unfamiliar moaning is heard in the distance.

Mechanics
I will explain some things.

100% accuracy
Besides rolls of 1, all attacks will land. There is no AC. There is only damage reduction and regeneration.

Role-based damage
A sword in the hands of a warrior might do 40 damage per hit. A sword in the hands of a GM might do 10 damage per hit. It will not be significantly based on the weapon’s base damage.

Hit points
Around 100-200 zombies and 500-800 for players. I haven’t really decided yet. I’d rather player health be super high so that the immediate threat of death is not very high during combat, but over time you will get worn out and have to find some way to retreat and recover yourself.

Quantity of zombies
Zombies will die fast. But there will be a LOT OF THEM. This is part role-playing and part KILL THEM ALL KILL THEM ALL-playing. You will probably have to play somewhat strategically.

Fire
Almost everyone will have some way to do fire damage. If you don’t have a specific ability, you can use a torch. If you hit a zombie with fire, it will ignite. Ignited zombies can ignite other zombies. Ignited zombies can ignite trees and other props. Ignited zombies deal additional fire damage to players. Ignited props can damage the players. Have fun giving into your deepest desires.

Player-based plot progression
The GM will both be participating as one of the characters and advancing the plot. He will do this through the use of a variety of items I will give him. He will be able to discretely spawn encounters or natural disasters without the “activates item’s special power” bullshit.

Death
When you reach 0 hit points, you are “knocked out” or “unconscious,” not dead. This is mainly an IC thing, as you are functionally dead. I just don’t like explaining how you raise people from the dead.

Magic
There is no magic.

Experience
There are no experience points.

Resting
There is no resting. There will be ways to speed up regeneration, though, like starting a campfire in a safe zone or whatever.

Characters
As I want to control the dynamics of the scenario’s combat as well as put some kind of continuity in the setting, each player will not create their own character. Instead, they will choose from a cast of preformed characters that I have created. This is mostly to give me control over character roles and abilities.

I’ve given each character a name and a vague occupation. Names are tentative, as I came up with most of them on the spot. The background is mainly to explain why they have the skills that they do, but obviously as this is a role-playing scenario you are free to modify your background as you see fit.

Each “role” has a male and female version. Their statistics and abilities are more or less identical, as the male/female versions are for flavor only.

Game Master
The purpose of the GM is primarily to facilitate the timely progression of the scenario. As the scenario is time-sensitive, and each group is likely to have their own individual pacing, the GM is there to ensure the group has a heart-pounding experience without being too overwhelmed by the onslaught of undead.
Male GM: Olaf, the barkeep
Female GM: Sandra, the waitress
GM abilities:
Regeneration aura: Years of providing hospitality to weary travelers has granted the GM an aura that makes those around him relieved and comfortable. As long as the GM is conscious, all nearby conscious party members heal +2 health/round.
Resuscitate: After dealing with countless drunkards, awakening someone who has been knocked unconscious by zombies is a trivial task. Revive fallen party member with 1 health. Unlimited uses.
Adrenaline rush: The GM can give the entire party a boost to movement speed for 60 seconds. Unlimited uses, but this is mainly for really hairy situations.
Advance plot: The GM will have the ability to control the spawn time of zombies as well as various natural disasters. This is out of character.

Warrior
The warrior is the group’s frontline defense, being able to take hits like nobody’s business. Good with all melee weapons, including any exotic ones the group may stumble upon. Bad with bows. Good damage output, but can only focus on a small amount of targets at a time. Great for blocking doorways.
Male warrior: Omar, the ex-soldier
Female warrior: Catherine, the town guard
Warrior abilities:
Damage reduction: As a battle-hardened veteran, the warrior is able to shrug off the pain from weaker attacks. Damage reduction 3/-.
Regeneration: The warrior heals +1 health/round. This stacks with the GM’s regeneration aura.
Melee weapon focus: When wielding any melee weapon, the warrior gains a bonus to damage as well as the ability to slightly damage nearby targets on each attack.
Just a flesh wound!: Even when struck down, if you have the will to fight, you can go on! When the warrior’s health is reduced to 0 or less, he has a 50% chance to revive with 10% of his health restored.

Hunter
The hunter is the group’s archer. He is also experienced in combat, so he is still proficient with melee weapons, but not to the extent of the warrior. The hunter is able to utilize the various arrows the group finds such as flaming arrows, which will light zombies on fire.
Male hunter: Elk, the hunter
Female hunter: Nari, the huntress
Hunter abilities:
Damage reduction: Like the warrior, the hunter is battle-hardened. Damage reduction 1/-.
Regeneration: The hunter heals +1 health/round. This stacks with the GM’s regeneration aura.
Ranged weapon focus: The hunter’s arrows deal additional damage.
Set traps: The hunter is able to ensnare his enemies by setting a trap. Requires trap tools.

Performer
The performer, while not having good tanking or damage abilities, proves invaluable to a group with his inspiring aura, greatly boosting the effectiveness of the warrior and hunter.
Male performer: Jarvis, the traveling bard
Female performer: Rizette, the traveling dancer
Performer abilities:
Inspiring aura: The performer is able to inspire confidence in his allies. Nearby allies gain bonus damage and an additional attack.
Lucky bastard: It’s time for the sidekick to shine! The performer has a 10% chance to get a headshot when using a sling, instantly killing the target.

Alchemist
The alchemist is a master of potion concoction and use, being able to utilize the raw materials the group may come across to create various potions that either improve the abilities of the imbiber or create devastating effects when thrown.
Male alchemist: Matthias, the apothecary
Female alchemist: Senna, the chemist
Alchemist abilities:
Create potion: The alchemist can create potions at a workbench.
Healing potion: Heals the drinker for 50% of his health.
Greater healing potion: Fully heals the drinker.
Invisibility potion: The drinker becomes invisible for 1 minute. Good for scouting or escaping.
Stoneskin potion: Bestows 20/- damage reduction for 500 damage or 5 minutes.
Volatile flask: Explodes for 100 fire damage and lights zombies on fire.
Acid flask: Explodes for 50 acid damage and causes targets to take double damage from physical attacks.
Oil flask: Drenches area in oil, making targets more vulnerable to fire. Deals 50 fire damage to targets that are already burning.
Bucket of water: Soaks a target, putting out any current fires and reducing further damage from fire. Why would you ever want to do that?
Wake-me-up: It smells like a combination of pig sweat and horse urine. Revives an unconscious ally with 20% health.

Engineer
The engineer hails from a strange foreign land where machines are commonplace. Utilizes various mechanical devices. Differs from the alchemist in that the engineer starts the scenario completely equipped instead of gradually finding materials, but the devices are limited and cannot be replenished over the course of the scenario.
Male engineer: Archie, the eccentric
Female engineer: Lassie, the crazy
Engineer abilities:
Land mine: Explode for 150 fire damage when triggered. Lights zombies on fire. Limited quantity.
Cherry bombs: Explode for 100 fire damage. Lights zombies on fire. Limited quantity.
Lightning gun: Electrocutes a line of targets for 100 electrical damage. Deals double damage during rain or against soaked targets. Limited charges.
Lightning rod: Plants a lightning rod that attracts lightning bolts during the rain. Lightning bolts instantly destroy zombies. Limited quantity.
Ice grenade: Explodes for 20 cold damage and freezes zombies. Frozen targets will thaw from fire or shatter from a melee strike. Limited quantity.
Taser: Electrocutes a nearby enemy for minor damage. Deals double damage during rain or against soaked targets. Unlimited.

Notes
You may notice that some characters seem pretty deficient in combat. The idea is that the combat-capable characters kill stuff while the others look for ways to advance the plot. We’ll see if that actually happens, or if the performer just keeps trying to get headshots.

Also, all this stuff is subject to change. I haven’t even started working on this yet.



Okay, so I'm not looking for help because I'm perfectly capable of doing all this myself. Rather, I'm wondering if there's anyone interested in playing this with me when it's finished. There's no point if the campaign never gets played, and I don't exactly have a bunch of friends chilling out around campus with Neverwinter Nights 1. So basically if I can get enough people here who are interested in messing around with zombies, I'll start working on it. Otherwise I won't waste my time.

Also feedback.

ZOMBIES

2
General Discussion / Webcomic frenzy
« on: June 07, 2009, 08:43:09 AM »
I am going to share with you all exactly 31 webcomics, all from my bookmarks folder. Some of them update rarely and some are on hiatus, but they are all, in my opinion, worth taking a look at.


(1) Scary Go Round
http://www.scarygoround.com/

Wacky tales of silly brits. There's a huge archive to read through, so once you get hooked, it'll keep you busy for a long time. Updates weekdays, too.

(2) Misfile
http://www.misfile.com/

Two characters have their lives turned upside down by a "misfile" in heaven! A racer adapts to his new life as a girl while a Harvard-bound senior finds out she has 2 years of high school left. Updates weekdays.

(3) Questionable Content
http://www.questionablecontent.net/

Sort of like Friends with an Indie twist. There isn't really a plot but some of the strips are pretty funny. Updates weekdays.

(4) Order of the Stick
http://www.giantitp.com/cgi-bin/GiantITP/ootscript

A classic comic that I'm sure many here already read. Basically a parody of a DnD game. Updates randomly a few times a week.

(5) Explosm.net
http://www.explosm.net/comics/

Crude, but hilarious. Updates daily.

(6) Saturday Morning Breakfast Cartoons
http://www.smbc-comics.com/

Same as above. Updates daily.

(7) Sam and Fuzzy - HIGHLY RECOMMENDED
http://samandfuzzy.com/

The wonderfully told tale of a former taxi driver, his bear (or something) friend, and the ninja mafia. Seriously. Great art and a captivating story. Updates Mon-Wed-Fri.

(8) Whatever
http://www.whatevercomic.com/

Action, comedy, romance, involving 4 friends. I like the characters. Seems to update very sporadically now, but there's a decent archive to read.

(9) Dreamland Chronicles
http://www.thedreamlandchronicles.com/

What if you entered a completely different world when you dreamt? This comic explores a fantasy world on the "other" side. Updates weekdays.

(10) Gunnerkrigg Court - HIGHLY RECOMMENDED
http://www.gunnerkrigg.com/index2.php

Exceptional story reminiscent of Harry Potter but without the nonsense (I don't really like Harry Potter). The art is amazing, and there's a lot of mystery being unravelled each Mon-Wed-Fri.

(11) Dead Winter - HIGHLY RECOMMENDED
http://www.deadwinter.cc/index.htm

It's the story of a zombie apocalypse. This is one of my all-time favorites. The art is superb, the characters are lovable, and the story keeps you on the edge of your seat. Moreover, it doesn't forget to remind you that in a zombie apocalypse, people die. Updates twice a week.

(12) xkcd
http://xkcd.com/

Nerdy humor. That's about it. Mon-Wed-Fri

(13) The adventures of Dr. McNinja
http://www.drmcninja.com/

A story about a doctor who is also a ninja. The arcs are quite funny, as well as the fact that the characters can say something completely ridiculous with a straight face. Check it out. Updates a few times a week (supposedly Mon-Wed-Fri)

(14) Left-handed toons (by right-handed people)
http://www.lefthandedtoons.com/

Random strips with sometimes incoherent jokes. Maybe that makes it all the funnier? Oh yeah, the art is hilarious. Updates occasionally? I dunno

(15) Red String
http://redstring.strawberrycomics.com/index.html

Basically a love story, if you're into that kind of stuff. But it's not that cheesey. Based on Japanese culture. Updates twice a week.

(16) white ninja comics
http://www.whiteninjacomics.com/

It looks like it was drawn by a elementary schooler, yet it's somehow funny. Updates Mon-Wed-Fri

(17) Antibunny
http://www.antibunny.com/

EMO BUNNIES. 'Nuff said. Updates twice a week.

(18) Applegeeks
http://www.applegeeks.com/index.php

Futuristic Apple technology. If only, haha. The characters are quite lovable, though the plot seems to have slowed down now. Updates occasionally?

(19) Afterstrife
http://www.afterstrife.com/index.php

A story about the afterlife? Oh, the strange things that happen. Not a bad read. Mon-Fri

(20) The Fancy Adventures of Jack Cannon
http://fancyadventures.com/

A formerly homeschooled kid with ninja-like powers starts attending public school. Hackers can hack... anything (you'll see). It's like friggin' magic.  Mon-Fri

(21) Johnny Wander
http://www.johnnywander.com/

Sketches of the real lives of some friends. Seems like a lame premise, but it's actually quite funny. Updates Tues-Thurs

(22) Multiplex
http://www.multiplexcomic.com/

See the inner workings of a movie theater. And commentary on new releases, to boot. Pretty good, twice a week.

(23) The Wotch
http://www.thewotch.com/

A wotch is like a powerful witch or something. You'll have to visit this one yourself to make any sense out of it. Updates Tuesdays I think.

(24) El Goonish Shive
http://egscomics.com/

Uhhh kind of too weird to describe, check it out yourself. Updates sporadically but I still check it personally.

(25) Cwen's Quest
http://www.drunkduck.com/Cwens_Quest/

Join Cwen on her awesome adventure to get revenge on her daddy. Great art, funny characters. Also a side twitter feed of one of the characters. Updates occasionally.

(26) ErfWorld
http://www.erfworld.com/

The Battle of Gobwin Knob, some of you probably saw on the oots website. I decided to check it out and it's actually pretty good. Basically a guy gets drawn into a world where game rules are reality. Temporary hiatus until August.

(27) Looking For Group
http://www.lfgcomic.com/page/latest

Based on Warcraft. Not too bad, but the humor is a little quirky. Updates occasionally.

(28) Powerpuff Girls Doujinshi
http://ppg.snafu-comics.com/

Basically taking a bunch of characters from your favorite cartoons and mashing them into one comic. It's a great read, but on temporary hiatus.

(29) Grim Tales from Down Below
http://grim.snafu-comics.com/

Same as above, but it updates sporadically.

(30) Sugar Bits
http://sugar.snafu-comics.com/

Same artist as the above 2, updates about as often as Grim Tales.

(31) Garfield minus garfield
http://garfieldminusgarfield.tumblr.com/

What would happen if you took garfield out of the garfield comics? A very depressed Jon Arbuckle, it seems.



Haaave fuun. My personal favorite right now is Dead Winter but that tends to change every now and then.

3
Bug Reports / Backwards container
« on: January 30, 2009, 03:37:48 AM »
On the 3rd level of the Tower of Doom, there's a sarcophagus next to the ballista that is in a corner and facing the wrong way, making it impossible to open (even for DMs probably).

4
Bug Reports / Thieves' Den
« on: January 10, 2009, 05:39:50 AM »
Shiv sells a bolt, "Lightning Bolts," with a level 36 requirement (costs around the order of 600k for 20). It should probably be removed from the shop.

5
Technical Support / Scripting question (OMG): Immunities
« on: January 08, 2009, 10:49:04 AM »
Warning: Longass post because I am including large sections of spell scripts here for reference.

Anyway, here's near the beginning of Control Undead.

Code: [Select]

void main()
{

    //Declare major variables
    object oTarget = GetSpellTargetObject();
    effect eControl = EffectDominated();
    effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DOMINATED);
    effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
    effect eVis = EffectVisualEffect(VFX_IMP_DOMINATE_S);
    effect eLink = EffectLinkEffects(eMind, eControl);
    eLink = EffectLinkEffects(eLink, eDur);

    int nMetaMagic = GetMetaMagicFeat();
    int nCasterLevel = GetCasterLevel(OBJECT_SELF);
    int nDuration = nCasterLevel;
    int nHD = nCasterLevel * 2;
    //Make meta magic
    if (nMetaMagic == METAMAGIC_EXTEND)
    {
        nDuration = nCasterLevel * 2;
    }
    if (GetRacialType(oTarget) == RACIAL_TYPE_UNDEAD && GetHitDice(oTarget) <= nHD)
    {
        if(!GetIsReactionTypeFriendly(oTarget))
        {
           //Fire cast spell at event for the specified target
           SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_CONTROL_UNDEAD));
           if (!MyResistSpell(OBJECT_SELF, oTarget))
           {
                //Make a Will save
                if (!/*Will Save*/ MySavingThrow(SAVING_THROW_WILL, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_NONE, OBJECT_SELF, 1.0))
                {
                    //Apply VFX impact and Link effect
                    ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
                    DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, HoursToSeconds(nDuration)));
                    //Increment HD affected count
                }
            }
        }
    }
}


Note: Look at what eLink entails. Look at the SAVING_THROW_TYPE_NONE in MySavingThrow().

Also, Dominate Monster here.

Code: [Select]

void main()
{

    //Declare major variables
    object oTarget = GetSpellTargetObject();
    effect eDom = EffectDominated();
    eDom = GetScaledEffect(eDom, oTarget);
    effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DOMINATED);
    effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);

    //Link domination and persistant VFX
    effect eLink = EffectLinkEffects(eMind, eDom);
    eLink = EffectLinkEffects(eLink, eDur);

    effect eVis = EffectVisualEffect(VFX_IMP_DOMINATE_S);
    int nMetaMagic = GetMetaMagicFeat();
    int nCasterLevel = GetCasterLevel(OBJECT_SELF);
    int nDuration = 3 + nCasterLevel/2;

    nDuration = GetScaledDuration(nDuration, oTarget);
    int nRacial = GetRacialType(oTarget);
    //Fire cast spell at event for the specified target
    SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_DOMINATE_MONSTER, FALSE));
    //Make sure the target is a monster
    if(!GetIsReactionTypeFriendly(oTarget))
    {
          //Make SR Check
          if (!MyResistSpell(OBJECT_SELF, oTarget))
          {
               //Make a Will Save
[b]               if (!MySavingThrow(SAVING_THROW_WILL, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_MIND_SPELLS))[/b]
               {
                    //Check for Metamagic extension
                    if (nMetaMagic == METAMAGIC_EXTEND)
                    {
                        nDuration = nDuration * 2;
                    }
                    //Apply linked effects and VFX Impact
                    ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, TurnsToSeconds(nDuration));
                    ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
                }


Once again, look at eLink. Also look at MySavingThrow(); it now says SAVING_THROW_TYPE_MIND_SPELLS.

Note: I went and checked the include file for the contents of GetScaledEffect(); all it does is change the effect to Daze for PCs.

BUT, refer to this section of nw_i0_spells (from where the function MySavingThrow() originates).

Code: [Select]
int MySavingThrow(int nSavingThrow, object oTarget, int nDC, int nSaveType=SAVING_THROW_TYPE_NONE, object oSaveVersus = OBJECT_SELF, float fDelay = 0.0)
{
    // -------------------------------------------------------------------------
    // GZ: sanity checks to prevent wrapping around
    // -------------------------------------------------------------------------
    if (nDC<1)
    {
       nDC = 1;
    }
    else if (nDC > 255)
    {
      nDC = 255;
    }

    effect eVis;
    int bValid = FALSE;
    int nSpellID;
    if(nSavingThrow == SAVING_THROW_FORT)
    {
        bValid = FortitudeSave(oTarget, nDC, nSaveType, oSaveVersus);
        if(bValid == 1)
        {
            eVis = EffectVisualEffect(VFX_IMP_FORTITUDE_SAVING_THROW_USE);
        }
    }
    else if(nSavingThrow == SAVING_THROW_REFLEX)
    {
        bValid = ReflexSave(oTarget, nDC, nSaveType, oSaveVersus);
        if(bValid == 1)
        {
            eVis = EffectVisualEffect(VFX_IMP_REFLEX_SAVE_THROW_USE);
        }
    }
    else if(nSavingThrow == SAVING_THROW_WILL)
    {
        bValid = WillSave(oTarget, nDC, nSaveType, oSaveVersus);
        if(bValid == 1)
        {
            eVis = EffectVisualEffect(VFX_IMP_WILL_SAVING_THROW_USE);
        }
    }

    nSpellID = GetSpellId();

    /*
        return 0 = FAILED SAVE
        return 1 = SAVE SUCCESSFUL
        return 2 = IMMUNE TO WHAT WAS BEING SAVED AGAINST
    */
    if(bValid == 0)
    {
        if((nSaveType == SAVING_THROW_TYPE_DEATH
         || nSpellID == SPELL_WEIRD
         || nSpellID == SPELL_FINGER_OF_DEATH) &&
         nSpellID != SPELL_HORRID_WILTING)
        {
            eVis = EffectVisualEffect(VFX_IMP_DEATH);
            DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
        }
    }
    //redundant comparison on bValid, let's move the eVis line down below
/*    if(bValid == 2)
    {
        eVis = EffectVisualEffect(VFX_IMP_MAGIC_RESISTANCE_USE);
    }*/
    if(bValid == 1 || bValid == 2)
    {
        if(bValid == 2)
        {
            eVis = EffectVisualEffect(VFX_IMP_MAGIC_RESISTANCE_USE);
            /*
            If the spell is save immune then the link must be applied in order to get the true immunity
            to be resisted.  That is the reason for returing false and not true.  True blocks the
            application of effects.
            */
            bValid = FALSE;
        }
        DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
    }
    return bValid;
}


Look near the bottom, where if(bValid == 2) shows up. It changes the 2 to a FALSE, or a 0. Note that FortitudeSave(), WillSave(), and ReflexSave() all return a 2 on immunities (or so the hardcoded function claims). The thing that causes something to return a 2 would be the save type, such as SAVING_THROW_TYPE_NONE, _DEATH, _MIND_SPELLS, whatever.

This means that the effect in question is always applied automatically on immune targets, supposedly in order to trigger the "Target is immune" feedback text.

Then why is it that Control Undead functions on undead creatures but Dominate Monster does not? There is no difference in eLink at all (even the VFX is the same), and MySavingThrow() STILL returns false for Dominate Monster against undead because WillSave() against SAVING_THROW_TYPE_MIND_SPELLS will return a 2. What's the friggin' difference then?

I am trying to deduce the fundamental mechanics of bypassing immunity effects. This must have something to do with it.

6
Bug Reports / PDK Scry
« on: September 21, 2008, 04:34:56 AM »
PDK prc needs to be added to the scrying tool script, it's being listed as ?41? atm. I suggest either Pdk (for Purple Dragon Knight) or Wko (for whitekite ownz)

7
General Discussion / wk's Showcase Saturdays!
« on: June 21, 2008, 11:19:05 PM »
I've told some of you all about some random projects that I've been working on. For those of you that don't know, I've been designing encounters that, in a nutshell, require more interaction from the players than just hack'n'slashing. I don't plan on trying to get these added to the module (I don't feel like they fit the overall theme of lotn), but I decided that I would still take some time and show people what I've been up to. I know there have been a couple players who expressed interest in "testing" the encounters.

I will be hosting a module on my local server on Saturdays around 10 PM EST, starting tonight (3 hours from now!). It will be a time for people to try out the encounter and to throw out any suggestions if they want, either about the encounter itself or ideas for future development. I hope to have new things to throw up each week, but depending on how much time I have, this may or may not flop.

Tonight the feature encounter will be the fearsome iron golem JMD-0065, inspired by an idea from Torin earlier this week. It's designed to be doable by any range of levels, but you'll probably have the most success at 15+.

If you're interested, PM me so I can try to look for you at that time. I don't expect many people to show up, but I doubt this computer can handle many people connected to it at one time anyway.

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Player's Corner / Journal entries
« on: March 19, 2007, 06:52:56 AM »
THEY ARE OLD!

though I doubt anyone reads them anymore

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