Old School [NW-DDF5HCZWZ]
Proof of Concept: Call for comments, critiques, suggestions, ideas, questions, missing items, mechanism/area ideas, etc. (Approximately 2-3 minute evaluation time)
This quest is (will be) aimed at being really, really, REALLY "Old School." Take you back to the pen-n-graph-paper dungeon crawl where you carefully crept thru the dungeon.
This quest really could use stackable quest items, but I think I've figured out a way of getting around some of that requirement. The basic idea being that you would "purchase" dungeoneering supplies that would be used up in the dungeon. i.e. You use a lockpick to unlock a door, and the lockpick "item" gets consumed - so, you want to budget what you purchase.
So... I've been playing with the "Room Builder" rooms and "Dungeon Builder" details and put together this proof-of-concept of some of the ideas. So far I've created the items listed below. The ones in
purple have been implemented so far in this test portion.
So, kick the tires, think about how it would be to "interact" with different choices (lantern/scroll/etc) for each transitional area -- hall to room, room to door, open doors, closed doors, etc. And PM me your feedback.
Thanks!
-Eldarth
Edit: Note! I'm not using teleporters to get out of pit, so please let me know if it didn't work for you!Glowing purple Netherese Orbs are Informational ContactsItem UsageScroll of Perception: Single Use
- When PC has item, interactable scroll will appear where it can be used for the next area
Lantern: Unknown # Uses
- An interactable lantern will appear when it can be used as well and will light up the next area
50' rope: Unlimited
- used to get out of pits, or climb up to ledges
10' pole: Unlimited
Lockpick: Unknown # Uses
Iron Spike: Single Use
- Used to seal doors open/closed, perhaps anchor 50' rope to cliff edge (and consuming the rope?):
Ear Trumpet: Unlimited Uses
- Listening at closed doors
Improvised Trap: Single Use
- For trapping a traveled doorway or hall
Tymora's Necklace: Must Keep
- Used to remove collision from details placed over pits or secret walls/doors
("Has Item" property removes collision from objects)
Special Areas (so far)
Pit Trap: 40' deep pit trap with poison darts and vent
- Climb out using 50' rope item.
- Detectable (highlighted in red) by using Scroll of Perception
Secret Door:
- Detectable by getting close enough (searching) to make it appear and become interactable.
- Also highlighted using Scroll of Perception with a faint yellow glow.
Comments
Ear Trumpet: Unlimited Uses
- Listening at closed doors
Improvised Trap: Single UseEncounter Matrix | Advanced Foundry Topics
Heh. That's why you have to use it twice.
Actually, it is only about 40' drop (Cryptic really can't put proper dimensions on their detail assets. sigh.).
Encounter Matrix | Advanced Foundry Topics
I'll give it a playthrough later and see how it is, hopefully then being able to provide some actual feedback.
Cheers!
Chapter One - A Construct's Prison: NW-DMSU8OJTV
Chapter Two - Raggyon: NW-DGIZVSQPU
- Ear Trumpet for listening at intersections/doors/etc.
- Trap Kit for creating improvised traps at intersections, outside doors, end of halls, etc.
("using" the Trap Kit will spawn an easy kobold mob of 3 skirmishers to investigate/trigger trap)
Encounter Matrix | Advanced Foundry Topics