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Posted by Dark-Star2018, May 13, 2020 at 10:30 am
How about a keyword - ie; "a fir chest with a curious triangular lock"
Posted by Dark-Star2018, May 11, 2020 at 11:01 am
capristo wrote
Is there a way to disarm a boobytrapped chest or door currently?

Nope. You open it and take your chances. Might need a dedicated disarm key for this.
Posted by Dark-Star2018, May 8, 2020 at 4:25 pm
Batman? wrote
Eating a bat should have a 1% chance of killing you.

Oh , we need some kind of Corona reference in 0.59, no doubt.

Outright killing the player "of a rare Asian virus" would be the easiest, or we could make a whole new disease. Coughing sound effect, chest/head damage, occasional unconsciousness...

How about "bat soup" as a material type and the player refusing to drink it with a message like "you hesistate, recalling tales of a ravaged land far across the sea." Naturally it should belong to Scabies...

EDIT: Also, bottomless pits.

Treated as an unwalkable tile like ocean. Get knocked backwards into one, or have your Levitation run out while floating over it, and " (Player) fell into an endless void".

EDIT 2: "Booby trapped" chests.
On an unsuccessful Dex check (Luck save to avoid?) player is hit for damage. Successful check means the chest is opened as usual, and a dagger is guaranteed to be found within. For extra Fun, make it a chance of a poisoned dagger.
Posted by Dark-Star2018, May 8, 2020 at 8:59 am
On that note, how about flooding?

Make bodies of water not just an obstacle but an actual hazard?
Posted by Dark-Star2018, May 7, 2020 at 10:55 am
Wife #5, who is supposed to be unable to speak, says "I thank you for your little gift" like all the other wives in Petrus' harem when given a gift.
Posted by Dark-Star2018, May 7, 2020 at 10:19 am
stoovan wrote
Or even better, a gas dungeon or room that requires little to no fire or else risk blowing up the entire room (along you with it)

I love it.

Have a "cloud of noxious fumes" genned on every single walkable square. One spark and the resulting explosion sends you on the Afterlife Express

Maybe if you mine or otherwise destroy a wall, it should get replaced with more cloud to prevent twinking around? Or should a clever player be allowed to dig around the hazard?
Posted by Dark-Star2018, Apr 16, 2020 at 3:46 pm
I abused half a dozen wands of teleport to get a meteoric steel chest to a dungeon vendor while Overloaded! and sell it for an obscene amount of money. Sadly after all these years that's the first time the idea has ever occurred to me.
Posted by Dark-Star2018, Apr 16, 2020 at 3:39 pm
TheMasterGear wrote
What I think is the hard part is trying to get the random overworld tiles not overriding the dungeons and towns. One idea could help would to have all locations spawn before triggering events, even if that could cause sequence breaking.

Couldn't you prevent that with some storyline checks that outright refuse entry to said places, or map terrain within the level that changes?

For instance if the player tries to enter Xinroch's tomb out of sequence, they get a statement like "You wander around the musty ruins for some time."
Posted by Dark-Star2018, Apr 16, 2020 at 3:17 pm
CAUTION - MASSIVE SPOILERS.

SPOILER ALERT. Click here to see text.
So I was trying to get her to the Child Tourist as I suspected I could sell her for a really good reward.

Killed her, brought her back with a WoR, escorted her up to the surface near the village. All well and good. But when I tried to move off the cave entrance square I got the message that one of your allies can't cross this terrain.

I managed to work around this by taming the entire tourist family, bringing THEM to the Underwater Tunnels, and chatting to the Child. Was this intended or should Lobh-se be able to enter New Attnam?