Ideas for Hunting Areas – The Third Age: Enhanced

Topic author

Adolin Game Master Posts: 13 Joined: Tue Nov 13, 2018 6:52 pm

Post by Adolin » Fri Dec 14, 2018 8:05 pm

Here’s some brainstorming Scruffylad and I did regarding Shadar Logoth. Not sure how far along the area is but we think this could be a fun change of pace for an area: Mashadar is a randomly spawning spell effect that combines the lvl 4 Evard’s black tentacles spell and a greater area of effect Darkness spell (maybe change to color to a smoky white like it is in the books). There are triggers all throughout the area that have a percent chance to trigger Mashadar. If triggered the player must make a save vs. reflex (essentially dodging the tendril) or die. As the player passes through the various triggers, exits will open up for them to flee Shadar Logoth. The longer they stay in the more xp they gain from each trigger, however the higher chance they have of dying. Each exit has a certain amount of time it will work, after which the triggers have to be reactivated or the player has to go deeper into Shadar Logoth to find another door (also made available by triggers being activated). The player also comes across random groups of Trollocs and Fades which are also trapped in Shadar Logoth. If the Trollocs activate a trigger Mashadar also has a chance to be activated for them and to kill them.

The idea behind this is to make Shadar Logoth as scary and intense as possible without having it be just incredibly difficult mobs.

scruffylad Posts: 11 Joined: Mon Oct 15, 2018 6:28 am

Post by scruffylad » Fri Dec 14, 2018 8:12 pm

Basically, every step you take in Shadar Logoth should terrify you. Edit: Just to elaborate a bit. SL would be filled with zones. When you run across a zone, usually nothing happens. Sometimes, you get xp though. And if you get xp, there’s also a chance that it triggers the mist, which then comes and tries to kill you.

We also talked about (rarely) having the zone cast fear, too. That would be awful, of course: fleeing headlessly through SL, triggering more triggers. And ideally it could happen to the trollocs too. So sometimes a few of them are running amok, hitting triggers, etc. So even if the player is being careful, some fear-driven trolloc might not be.

Basically, SL should be scary af. None of this tab out to watch a cat video on youtube and then come back. No, you need to be on the edge of your seat every second you’re in there.

TheCapulet Director Posts: 28 Joined: Fri Jul 20, 2018 8:46 pm

Post by TheCapulet » Sat Dec 15, 2018 8:44 am

Oh wow, emojis definitely need changed. lol. (People who use white transparency blending for web graphics deserve a swift punch to the mouth *grumbles*)

Snaer Posts: 2 Joined: Sat Dec 15, 2018 1:44 pm

Post by Snaer » Sat Dec 15, 2018 1:46 pm

sounds like fun look forward to trying it out

Topic author

Adolin Game Master Posts: 13 Joined: Tue Nov 13, 2018 6:52 pm

Post by Adolin » Thu Dec 20, 2018 10:09 pm

:The Ways: *Machin Shin: -Have the Black Wind utilize the darkness spell but in either a much larger area (3x or 4x the current spell size), or in a 360° idea where the darkness closes in on the player (multiple darkness spells that overlap each other in a ring around the player). -Could have a set timer that once it expires Machin Shin spawns, or have the occasional trigger that has a chance to spawn him. Either way i think once Machin Shin appears there should be a countdown to when it interacts with the player. If the player uses certain spells they can try “stall” Machin Shin as Moiraine did on their trip to Fal Dara and as Rand did in Cairhien (when the Black Wind tried to leave the Ways to attack Rand). Not sure what spells would be good to use for that, but i think it should be a save situation where Machin Shin can save against the spell and remain unaffected. -Channelling inside the Ways should have a percent spell failure, or a percent chance of a “wild” effect occurring, due to the taint.

-Once the player is enveloped by Machin Shin they must make all three saves (Fort, Reflex, and Will). Depending on which ones they make and which they don’t various things can happen.

  • -Fail Will Save: Go insane. (Combination of a fear and blind spell?) -Fail Reflex: Become slowed and have massive ability drains (maybe as a curse?) -Fail Fortitude: Die.

    -If player saves against all then they take 95% damage (Machin Shin isn’t something you come away from unscathed).

*Encounters:
-Trollocs and Fades:

  • -They were transported through the Ways at times so it’s possible to have the odd encounter with a group.

-Traps:

  • -I was thinking this would be primarily geared toward Dark-friends as that seems to be the case in the books.
    -Have it check the players faction via player token. If they are Dark-Friends have it trigger, or have there be a percent chance that it will.

*Walkways:

  • -Since the walkways are disintegrating due corruption i thought it would be interesting to have a percent chance to fall off the walkways at parts where they have crumbled. It would be rare obviously but still have it be an environmental factor.

*Guiding:

  • -Depending on the Ogier player base the stones may only be read by Ogier. (Have a script that checks to see if the player race is an Ogier and if it is allow them to examine or open Guiding dialogue) -If there are not enough Ogier players, you could have the same script but have it do a lore skill check instead. Over 40 and allow them

    to examine or open Guiding dialogue.

(Sorry for the formatting, still figuring it out)