Author Topic: Road to Edrigan  (Read 2149 times)

monsinyana

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Road to Edrigan
« on: May 26, 2012, 05:08:58 PM »
As it is now- the road to Edrigan is great for low levels

my suggestion is to keep it like it is by day and at night have roving bands of highwaymen

it being the western core would be great if the the player was prevented from attacking the NPCs as they got surrounded then fire off a dialogue of them robbing you

where how much you give is based on
-just forking over a lump sum (maybe 10% of whatever you currently have?)
 or rolling on influence/ antagonize
or the 4th option of attacking
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Blackthorn51

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Re: Road to Edrigan
« Reply #1 on: May 26, 2012, 05:43:51 PM »
We talking like instance encounters on the road?  Might be pretty cool if there was something like that set up.  Bandits appear in circle around you after a "@Voice" emote about how they appear out of the woods and darkness.  A skill influenced conversation.  Multiple Outcomes.  Perhaps a random chance of the Bandit Leader being a wanted criminal or "Bounty" and the over all spawn to alternate between Low-Mid-High level bandits?  I think this would be -awesome!-

Mcskinns

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Re: Road to Edrigan
« Reply #2 on: May 26, 2012, 06:56:31 PM »
Would be cool to have a non-hostile NPC who approaches players it sees and initiates a conversation... either the PC pays the price for safe passage or it turns hostile and more bandits/highwaymen spawn at the treelines and converge on the PC



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EO

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Re: Road to Edrigan
« Reply #3 on: July 30, 2012, 11:32:42 PM »
I've added a small dungeon there and some bandits spawning in a specific part of the road. Any feedback for those who've been there?

Dusk

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Re: Road to Edrigan
« Reply #4 on: July 30, 2012, 11:53:31 PM »
I've added a small dungeon there and some bandits spawning in a specific part of the road. Any feedback for those who've been there?

I'll have to visit that dungeon again, because the time I did visit it, it was part of a DM-run event, so I wasn't paying too close attention to details. Given this, I must say that, having a PC with a background heavily involving smuggling within Dementlieu, it really stood apart from bandit dungeons in Barovia by not seeming like it was some cave occupied by a group scavenging to survive; rather a hideout that belonged to an organized group profiting from their lifestyle. This is something I always had in mind that distinguished the life of a bandit between Barovia and Dementlieu, and I think a RP server truly benefits when players suggest a particular location could use a dungeon and a developer adds one such as this.

Thank you.

APorg

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Re: Road to Edrigan
« Reply #5 on: July 31, 2012, 12:15:14 AM »
I've added a small dungeon there and some bandits spawning in a specific part of the road. Any feedback for those who've been there?

I revisited this sans DM. It's definitely a neat little dungeon. I'd say the loot is a touch on the low side given what it is... however, if those Blackshirt Chain Shirts consistently spawn there, I'm half-way tempted to start a mercenary company who uses that as a uniform -- just for the fun factor :D
« Last Edit: July 31, 2012, 12:18:56 AM by aprogressivist »
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Griswold

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Re: Road to Edrigan
« Reply #6 on: August 06, 2012, 03:06:22 PM »
I like the Smuggler cave thing that was added, as well as the spawn outside. Decent level-range, reminds me of the one inside Port, overall I approve.

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Re: Road to Edrigan
« Reply #7 on: August 06, 2012, 08:01:02 PM »
I was having difficulties entering the dungeon, the transitions wouldn't always work. The text would show up, but I wouldn't transition. Checked out the loot when I was there. 4 gold, silver shortsword, ethereal visage scroll in one box. 2 masterwork shortswords, 29 gold, and a shadow conjuration scroll in another. The weapon rack had 3 blacksteel chain shirts.

I really like the dungeon itself, I'm not sure if I should go into why due to spoilers. One thing I'd like is if there were more in the other 3 non-dungeon transitions, perhaps a secret door that goes to a hidden tunnel someplace.

Actually, one thing the stretch of road is lacking as a whole is secret doors. I didn't find any at least, I was looking around for them specifically. One thing I would love would be if Port had a cool underground tunnel system like Vallaki does. I can't tell you how much I use that tunnel system every time I have an AMPC.

Similarly, there are all these nooks and crannies in the woods along the road. It would be cool if there were transitions in some of the obscure nooks leading off into the woods a bit more. An abandoned house or shack would great. It doesn't need any monsters, I love having places to sneak off to with people to RP in.

Honoun

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Re: Road to Edrigan
« Reply #8 on: August 26, 2012, 10:52:48 PM »
Where is this road?

Dread

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Re: Road to Edrigan
« Reply #9 on: September 01, 2012, 06:31:00 PM »
From the Eastern Outskirts, when you exit the Vistani caravan, go straight north.