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Goblin Burial


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#1 Tietsu

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Posted 17 April 2009 - 09:06 PM

Goblin Burial


2) Goblins are ruthless creatures, they only know how to destroy and survive. Rarely do any of these creatures bury a new member of death, but settled goblins are slightly more civilized and seek out arcane magick for purpose. Rituals of death have been spied by Arillian Scouts; they have reported gatherings south of their fortress and they have described it as a burial chamber.

Arcane Magick with a deathly race of creature is obviously a dangerous and catastrophic occurance amongst the already warring realm. Fearful the Republic of Harabec can be of difference in the absense of understanding. They feared necromancy and an attempt to raise enough goblin dead to conquer over the mountains and into royal grounds. Rangers of Harabec were dispatched to cross Bluefrost and journy deep into the Plains of Faravar where the scouts had marked and described.

The Rangers had arrived to a desert-like patch of earth, emptied by goblins and local wildlife. Only a stone totem had remained there in midst of desertion; markings describing it as the blockade to enter the burial site. Rangers in their ignorance shattered the totem, and the ground shifted; it revealed piles fresh goblin carcasses in the stairwell just below, abandoned there seemingly in a hastey retreat for the exit. The Rangers had seen no sign of struggle outside, yet a ravaged pile of goblin dead just inside the tomb.

Two of the men had stayed behind to guard their discovery, their names were Vincent Darkclaw of Harabec and Ichiro of Arilin. Vincent Darkclaw stays guard at the entry way protecting it from the animated bones that try to escape just below. Ichiro is stationed inside the southern outpost to endlessly retrieve supplies for his comrade. They know not of their companion, but only that they have no way to seal the exit from the numerous undead.



3) Area Restriction: (Level 29+ Restriction?) (No Race Restriction) (No Class Restriction)




4) Contents:

NPCs:
Vincent Darkclaw: This man appears to be of a noble stature, his eyes see as they have seen blood more than once. He appears weary, yet stands with confidence. He is in a moderate condition.

Vincent Darkclaw: My partner has went for supplies and I am exhausted. I would allow you through gave me Aid.

Vincent Darkclaw: Ahh, thanks traveler. Where you are going, there will be no return. If you see my brother, send him my gratitude.

Vincent Darkclaw leads you down into the tomb, where the light has forsaken you.

-
Maxim Darkclaw: This Ranger has an uncanny resemblance to his brother, but with many more scars on his face. He appears more of a dark nature, yet is struggling with his eyes to stay abroad. He is in a healthy condition.

Maxim Darkclaw: I have been down here too long and it's starting to affect my vision. Do you have a spare torch, mine has ran out.

Maxim Darkclaw: So, you know my brother? If you make it out, tell him I'll be done here soon.

Maxim Darkclaw: Here stranger, I won't need this orb any longer.

Maxim Darkclaw gives you a Earth Orb.


Monsters:

Goblin Burial: (Below Plains of Faravar) - Good for levels 29+



Animated Bones: These animated bones are actively chattering around the corridor, stabbing the wall with their sharp points. The Animated Bones are in a good condition.

HP: 200 (Draggable)

5 stam - 10's Dmg - Every 5 seconds


-


Goblin Remains: This Goblin has been animated by dark magick from the tomb. It appears to be a peon of the colony, but grasps a long sword in his hands. The Goblin Remains are in a good condition.

HP: 600 (Similar to Demonic) - (Draggable) - (Drops Long Sword - Low % Drop)

1 Stam - 30's Dmg - Every 5 Seconds

-

Mummified Goblin: This beast is a monstrosity not the be reckoned with; his former rank of nobility has ritualized him into mummification. He was laid to rest with a ceremonial dagger, which even in death he knows how to wield. The Mummified Goblin is in a healthy condition.

HP: 10000 (KTP) (Drops Jewel Key - 20% or low % Drop)

2 Stam - 50's Dmg - Every 10 seconds

-

Goblin Archmage: Apparently the one responsible for this necromancy, the Archmage is very skilled in the dark arts. He is able to revive only the remains of the piled goblins at his feet, which he uses to his advantage. His purpose and origin is unknown, but he appears to seek fresh blood from you.

HP: 50000 (KTP) - (Boss) - (Vampire) - (③Heals?) - (Summons 2 Mummified Goblins)- (Drops ①Gloves of the Condemned - ②Amulet of the Damned)

4 stam - 50's dmg - Every 7-8 seconds - (③Random Heals for % of health)


Library info for Amulet of the Damned:
Armor base: 10, Can be worn by: clerics, Description: This medal appears to have the engraving of the underworld. It appears to have markings that may be part of a language never before seen. Your soul feels cold while it is in your possession, Level needed to equip it: 32, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0, Absorb spell: 0.10.


(Amulet of the Damned: May or could be used for entry to a future area named Underworld. (33+ Area?!)

-
Library info for Gloves of Charisma:
Armor base: 7, Can be worn by: clerics, druids, paladins, Description: The gloves appear to be made from a highly durable fiber with lightweight golden bands tracing out your hand. Enchanted by a vampiric aura, you appear serene and calm because you have seen death and are not afraid. , Level needed to equip it: 32, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 1, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 2, Absorb spell: 0.


Library info for Earth Orb:
Description: This globe of dirt appears to have indentons, designated for a pedastal., Type of item: Doesn't do anything special, or is a key.
(Allows entry past Animated Bones)


Library info for Jewel Key:
Description: This key is made from pure ruby, yet looks identical to a skeletal goblin body., Type of item: Doesn't do anything special, or is a key.
(Allows entry to Goblin Archmage)

END CONTENTS


-This area was thought up from past experience in finding high level undead monsters to train on. I have suggested this area be limited to Master Characters and above in hopes to gain a slightly higher POD on these healable monsters.

-Items are just suggestions I had come up with, I am not at the moment in a position to test balancing.



-I did this for fun, but constructive critism helps. If we can conjure ideas together, it would help more than agreeing/disagreeing with this post. Cooperate to get things done!

Edited by Tietsu, 17 April 2009 - 09:12 PM.


#2 Raylen

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Posted 18 April 2009 - 09:54 AM

Cooperate to get things done!

orly


Items: 10ac amulet for clerics is probably going to be a bit too much (yes, even by my standards). I'd lower it to 6/7. Gloves are again too much, I would lower them to 5ac, 1dex, 1char.


Area: You have a level 29+ area with only 4 monsters. 2 of these being not even hard enough to bother about - making this broadly the equivalent of the rax. So I have to ask: is this intended as a cleric training area with some nice drops? If it is a training area, lower the item stats and make the bosses non-ktp. If it's a tough boss area, make some more bad guys and flesh it out some more.


Either way, staff have not been receptive to player input on areas for a long time. Aeryn does what he wants (this is not unjustified) and 1a staff lack the creativity and motivation needed to write an area (sorry lads but there it is, no big deal though).

There's a lovely quote I have of Pandilex somewhere saying that staff listening to player suggestions has ruined the game but unfortunately I lost it. (I also lost the quote, haha)

Don't hold your breath...
+1 post count ggpwnedkthxbai

it's plausible that the SOB hasn't spawned


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#3 Tietsu

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Posted 18 April 2009 - 12:16 PM

Took me 2 hours to write the story and the monsters in the midst of bordo. If this is what I could come up with in that ammount of time, imagine me as a dedicated member of staff actually putting effort into it. I could have slipped a bit more detail inside regardless.

-Undead Area (Meant for all classes)


-This area was not meant to be a huge one, there are 4 monsters for a reason, it has already been mapped out. You claim these monsters aren't hard enough to bother with? That's why I made them stackable. Only so far can you go inside without a group. I can agree that more monsters could be added, I'm not keen on it, but I could throw a few more out there. No harm I guess.

-Plains of Faravar is already a pretty hard place to get to if you don' have your wits about you. 4 KTP's Goblin Scouts on the way also. Originally, I had thought of a place for a Cleric to solo, yes it would be possible here for the main part, but on the other hand, it's always nice to have a group to come along with.

-The level 29 minimum was meant to block mana draggers into the Burial. I know now that many people do have useless crits laying around as Master to log for mana, but this help filters most of them out. While at the same time, allowing for higher POD.

-The only reason I see wrong with having the two items would be difficulty of the boss. Would require a Tier 3 group to actually slay the boss successfully. In the end, the boss of this area would more than rival Imhotep. But if I were to compare, the areas would deffinately have a huge gap of difficulty. I disagree

There's absolutley no reason why someone should say Staff will have nothing to do with this. It is not at all helpful in the least to accuse someone of not caring. Nearly everyone on staff was a player of the game, so saying a player's suggestion being implimented would ruin a game is nonsese. Orignally, I did this for fun anyway, so who cares if staff likes it? If they do, then good, new area. If they do not, then I'll work on something else, because I have many more ideas.

Edited by Tietsu, 18 April 2009 - 12:18 PM.


#4 Masta

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Posted 18 April 2009 - 01:15 PM

I personally like it.

I do think things need to be dumbed down a little though (On the item front) I would sooner see the gloves changed to 0dex 2chr than 1dex 1chr) I think a charisma boost would be deserving of a hard done by class.

Another thing to note is his level requirements Raylen, on 1alt there are only 3 32+ clerics iirc. And with the boss being as hard as it is, it is not an easy task of getting a cleric to that level.

Also if the Mummified goblin has 2 stamina, should it perhaps have something to notify that in its Lookover, like ...

Mummified Goblin: This beast is a monstrosity not the be reckoned with; his former rank of nobility has ritualized him into mummification. He was laid to rest with a ceremonial dagger and a short sword, which even in death he knows how to wield. The Mummified Goblin is in a healthy condition.

EDIT: By boss I mean Arovet (The token boss)

Sidenote: If the goblin had a dagger and a short sword, one of his hits would obviously be a fair bit less than the other. Something to factor in later on perhaps, as the strongest short sword hit feasible is around 30 damage, whereas his dagger could do upwards of 55

Edited by Masta, 18 April 2009 - 02:00 PM.


#5 Tietsu

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Posted 18 April 2009 - 01:23 PM

Good suggestion. :P

#6 Achilles

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Posted 25 April 2009 - 10:57 AM

2nd consecutive idea of yours i've liked. keep em coming and maybe someone will wake up and give you an area development position...

#7 Masta

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Posted 28 April 2009 - 02:09 PM

Got any further developments on this Alec?

#8 Tietsu

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Posted 17 January 2012 - 09:40 PM

Wooo, late response. I was looking through old posts and seen this. I have the area completely done. I have Valorian Sanctum, Ant Farm, Goblin Burial and Forsaken Grove (Not posted) completely finalized. All I ever waited for was the ability to create the squares and criticize the items 'to be implimented'.

As far as 'further developments', no. I was told not to post all the information. All of my areas posted on the forum was basically an 'application for employment' in development.




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