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Monster/Puzzle/Item Thread in Blades of Avernum
Apprentice
Member # 5048
Profile #65
Monster: Spell-Stealing Shade: Take a Fierce Shade, give it an anti-magic field, and give it a script so that it removes all statuses from party members when it dies.
Posts: 33 | Registered: Sunday, October 3 2004 07:00
Monster/Puzzle/Item Thread in Blades of Avernum
Apprentice
Member # 5048
Profile #64
Item: Gargoyle's Ring: +30 Hardiness, +25% resistance to all damage, -2 AP.
Posts: 33 | Registered: Sunday, October 3 2004 07:00
Monster/Puzzle/Item Thread in Blades of Avernum
Apprentice
Member # 5048
Profile #58
Scroll: Dark Prayer: Usable once per day (no charge), hastes entire party, gives user divine protection, -200 experience for user.
Posts: 33 | Registered: Sunday, October 3 2004 07:00
singletons in Blades of Avernum
Apprentice
Member # 5048
Profile #7
Ph33r the Adlerauge!1 :P
Posts: 33 | Registered: Sunday, October 3 2004 07:00
singletons in Blades of Avernum
Apprentice
Member # 5048
Profile #4
Nolagh-Khar had some sort of unstoppable death ray with infinite range when I fought him. Invincibility didn't protect against it, so I had to use my entire Heroic Brew supply to down him in one turn.
Posts: 33 | Registered: Sunday, October 3 2004 07:00
HLPM v1.1.2 released in Blades of Avernum
Apprentice
Member # 5048
Profile #51
Did somebody say they were looking for items and high-level monsters?

http://www.ironycentral.com/cgi-bin/ubb/ubb/ultimatebb.php?ubb=get_topic;f=15;t=001171
Posts: 33 | Registered: Sunday, October 3 2004 07:00
Monster/Puzzle/Item Thread in Blades of Avernum
Apprentice
Member # 5048
Profile #57
More terrain is a good idea, you can do the monster effects as scripts but probably not as fields per se. =(

Item: Satchel Charge. Unusual ability, takes a charge. When you use it, enter w, n, s, or e in a dialog box and it creates a hostile monster called Satchel Charge next to you in the matching direction, if that space is open, otherwise it give you back the satchel charge.

Ability: Make Satchel Charge: If party has 2 energetic herbs, mandrake, a fine first aid kit, a character with at least 8 tool use, and a character with at least 10 Potion Making, take the alchemical ingredients and the first aid kit and give the party a Satchel Charge.

Monster: Satchel Charge. 20 HP, immune to physical, mental, cold, acid, and poison. No attacks, and doesn't move. On death, triggers a script which does 250 fire damage to everything in a 2 square radius.

Monster: Necromancer: Sorcerer with a different graphic. Summons a Spectral Warrior every 2 turns. On death, same effect as the Ember-Eye Zombie, but it summons a Ruby Skeleton with 700 health rather than a Burning Bones.

Monster: Beautiful Stalagmite. 2000 HP, immune to cold, poison, and mental, doesn't move, no attacks. Friendly. Drops a Fine Crystal on death.

[ Wednesday, March 16, 2005 13:05: Message edited by: bjlhct2 ]
Posts: 33 | Registered: Sunday, October 3 2004 07:00
Monster/Puzzle/Item Thread in Blades of Avernum
Apprentice
Member # 5048
Profile #55
Fine, fine, I edited it up in my post. Just a funny little item though. I figured that the Boxer Shorts would be a monster drop off a trog boss and that the tights would be in the drawer of the Haakai-summoning archmage. :)

You don't like Haakai, fine, but this is a 1v1 deal, so it has to be a monster thing - healing yourself for acid damage every turn for an hour is much more boring than Haakai. Demons make a lot of sense as summoning a "screw you" item on death. What monster(s) should be summoned, if not a Haakai?
Posts: 33 | Registered: Sunday, October 3 2004 07:00
Monster/Puzzle/Item Thread in Blades of Avernum
Apprentice
Member # 5048
Profile #52
Solomon - hardiness increases elemental resistance, and +1 Gymnastics is hardly game-unbalancing, especially compared to, say, the Magic Greaves. Haakai makes sense in this situation - it isn't my fault if it's overused. It's something different from your beam, and more suitable for a 1v1 combat, such as surprising the guy in his office. Is the guy who made Canopy declaring himself the high arbiter of balance? :P
Posts: 33 | Registered: Sunday, October 3 2004 07:00
Monster/Puzzle/Item Thread in Blades of Avernum
Apprentice
Member # 5048
Profile #46
Pant options seem sadly limited.

Item: Pants: Crude Greaves: blocks 1-4 dmg.

Item: Pants: Iron Greaves: blocks 1-4+2 dmg.

Item: Pants: Steel Greaves: blocks 1-4+4 dmg.

Item: Pants: Tights: blocks 1-1 dmg, +1 Gymnastics.

Item: Pants: Superman Boxer Shorts: blocks 1-1 dmg, +6 Hardiness, +2 Luck, -15% resistance: Mental Effects.

[ Tuesday, March 15, 2005 11:28: Message edited by: bjlhct2 ]
Posts: 33 | Registered: Sunday, October 3 2004 07:00
Monster/Puzzle/Item Thread in Blades of Avernum
Apprentice
Member # 5048
Profile #44
Item: Possessed Rapier: 6-25 dmg + 1-5/lvl. +1 Melee Weapons, +1 Assassination, +1 Parry, +1 Riposte.

[ Monday, March 14, 2005 15:57: Message edited by: bjlhct2 ]
Posts: 33 | Registered: Sunday, October 3 2004 07:00
Monster/Puzzle/Item Thread in Blades of Avernum
Apprentice
Member # 5048
Profile #42
Item: Vorpal Sword: two handed sword, 30 lbs, 7-60 dmg + 1-10/lvl, -3 Strength, -3 Melee weapons, +3 Lethal Blow, +30 magic damage. I figure you get it in a special encounter outside, where it says "When you touch this giant sword, it flickers. It seems to be trying to draw energy directly from your lifeforce. Wrapping some leather around the hilt, you stick it in a nearby tree. The sword starts glowing brightly, and then, the tree splits in two in an explosion of purple flame! You decide to keep the sword."

Undead are hard to kill, but they never seem to come back. They should, sometimes.

Monster: Ember-Eye Zombie: Same as Flaming Zombie from dwtd, but its death triggers a script that waits 2 turns, then checks every turn to see if the space it died on is empty. If it is, it spawns a Burning Bones (same as dwtd) in that spot and ends. Adds a bit of strategy - you can stand on it to keep it down, if you're willing to hang around in the residual flames.

Archmages are supposed to be egomaniacs (right?) but they never seem to have the right "If I'm going to die, then you will too" attitude when they die. So -
Monster: Archmage (miniboss type) - wizard with 1000 HP, immune to magic, on death, brings up a dialog box and summons a Haakai where the guy dies.

[ Monday, March 14, 2005 11:54: Message edited by: bjlhct2 ]
Posts: 33 | Registered: Sunday, October 3 2004 07:00
Monster/Puzzle/Item Thread in Blades of Avernum
Apprentice
Member # 5048
Profile #39
The Boots are balanced for the right levels.

Thrown Missile (no ammo): Ancient Vahnatai Device (box graphic): 2-6 dmg + 1-5 dmg per rune reading and 2 dex, +20 magic dmg.

Helm of Knowledge: Iron Helm with +2 Arcane Lore, +2 Nature Lore, +2 Potion Making, +12 First Aid. Cursed.

How about some interesting monsters and puzzles, not just items, anyone?

[ Sunday, March 13, 2005 21:53: Message edited by: bjlhct2 ]
Posts: 33 | Registered: Sunday, October 3 2004 07:00
Monster/Puzzle/Item Thread in Blades of Avernum
Apprentice
Member # 5048
Profile #34
Item: Demonic Boots: 0 encumbrance, blocks 1-3 + 4 dmg, +3 Strength, +3 Mage Spells, +2 AP, +1 Dread Curse. Cursed.
Posts: 33 | Registered: Sunday, October 3 2004 07:00
Monster/Puzzle/Item Thread in Blades of Avernum
Apprentice
Member # 5048
Profile #31
Item: Bow: Giant Bow of Transformation: 30 bonus (31-90 dmg), 1-3 dmg/lvl, +10 to Bows, +10 to Sharpshooter, -5 to strength, -35% resistance to all damage.

The grenades are interesting, but players would find them annoying.

Items: Stones of Summoning: usable once a day.

Yellow Stone of Summoning (Amber graphic) - summons 1 Vengeful Shade, slows user.

Green Stone of Summoning (Emerald graphic) - summons 1 Spirit, dumbfounds and slows user.

Red Stone of Summoning (Ruby graphic) - summons 1 Demon, slows and paralyzes user.

[ Sunday, March 13, 2005 12:05: Message edited by: bjlhct2 ]
Posts: 33 | Registered: Sunday, October 3 2004 07:00
Monster/Puzzle/Item Thread in Blades of Avernum
Apprentice
Member # 5048
Profile #21
Item: sword: Sword of Titan: two handed sword, 110 lbs, +6 to strength, -8 to defense, -3 AP, 45-352 (ie 44 bonus) dmg + 1-8/level. Cursed.

Item: shield: Ethereal Shield: 0 lbs, blocks 0 dmg, 0 encumbrance, +33% resistance to magic, +33% resistance to mental effects, +33% resistance to cold, +2 to luck.

[ Thursday, March 10, 2005 18:15: Message edited by: bjlhct2 ]
Posts: 33 | Registered: Sunday, October 3 2004 07:00
Monster/Puzzle/Item Thread in Blades of Avernum
Apprentice
Member # 5048
Profile #19
Item: melee weapon: Acidic Vine: 10-20 dmg + 1-5 dmg/level. Causes 40 acid to user each turn equipped. Causes 120 acid to enemy on hit.

Item: thrown missile: Stuffed Toad: 10-20 dmg + 1-5/level. Causes poison, fear, and enfeeblement on hit. These are poisonous spiny toads stuffed with rocks, sold as decorations for too much money. The guy selling these tries to convince you to join a multi-level marketing scheme to sell these.
Posts: 33 | Registered: Sunday, October 3 2004 07:00
Monster/Puzzle/Item Thread in Blades of Avernum
Apprentice
Member # 5048
Profile #13
Item: thrown missile (no ammo): Ancient Wand: 10-20 dmg + 1-5 dmg per dex/2 and nature lore. Causes 28 acid. -6 to Sharpshooter.

The scalpel is OK because you run out eventually.

[ Monday, March 07, 2005 13:41: Message edited by: bjlhct2 ]
Posts: 33 | Registered: Sunday, October 3 2004 07:00
Monster/Puzzle/Item Thread in Blades of Avernum
Apprentice
Member # 5048
Profile #11
I like the Ancient Wand, but I'd say 1-5 per level and causes acid.
Posts: 33 | Registered: Sunday, October 3 2004 07:00
Monster/Puzzle/Item Thread in Blades of Avernum
Apprentice
Member # 5048
Profile #7
Item: Berserker Ring: +2 AP, -35% resistance to all damage, +8 Blademaster, +1 Dread Curse.

Item: Helm of Focus: Steel Helm with -3 Strength, +3 Intelligence. Cursed.

Item: Scalpel: Throwing weapon with 1-10 base + 1-9 per level of First Aid and 2 levels of Dex.

[ Sunday, March 06, 2005 21:26: Message edited by: bjlhct2 ]
Posts: 33 | Registered: Sunday, October 3 2004 07:00
Monster/Puzzle/Item Thread in Blades of Avernum
Apprentice
Member # 5048
Profile #0
Thought up some interesting puzzle or monster but ended up not using it in your scenario? Maybe somebody else can use it - post it here.

To start out, then

Assassin: an invisible monster with 1 HP and no armor. It does moderate damage and lots of poison. On death, creates a monk graphic assassin with the same attack and more health. Alone early, and in pairs later. Stepping on some spaces in doorways, corridors, etc, have some chance to spawn these behind you.

Aurak: Gold colored. Immune to fire. Has a strong attack, fireblast (lvl1) and cloud of blades (lvl1). On death, it creates another aurak that has no spells but has 7 AP. That aurak causes a fire explosion on death. (dragonlance)

Water Elemental: 2 kinds - large and small. Immune to melee, poison, mental, and cold. Cold breath.

Living Crystals: Static. Recolors of each other. Vulnerable only to melee. A light blue one has ice lances. A purple one has a dumbfounding ray. A orange one has a fire ray.

Gelatinous Cube: 1 AP, high HP, paralyzing touch, vulnerable only to fire. (D&D) Found in narrow corridors in dungeons.

Dauthi: 2AP invisible, moderate health, moderate damage, paralyzing touch. Found behind you in fights with lower-level monsters. (MtG)

Sapphire Golem: This is a blue golem with cold breath and a strong melee attack. On death, it fires a beam of cold and acid at one party member and always drops 1 Golem Eye, which is a powerful thrown weapon -+25 levels, casts Cloud of Blades.

Puzzle: Entering a dungeon, you pass through a room with a bunch of runes on the floor, a stuck lever, entered and exited through a portcullis. Exiting the dungeon, goal accomplished, the portcullis to exit through gets closed. Scattered throughout the dungeon are 3 kinds of gems, equally rare. When the lever is pulled, the portcullis behind you closes, the portcullis in front of you opens, and a very tough fight appears in front of the now-open exit. If one of the first kind of gems is on a rune when the lever is pulled, that space becomes a wall; the second kind, a void, the third kind, a cloud of blades. This is necessary to win the fight for most parties. A riddle gives a hint as to putting the gems on the runes.

Puzzle: You need to enter a magic fort by the garbage chute. To get past the Garbage Shredder monster (invincible, huge attack, 12 AP) you need to find an invincibility potion for each party member, these being scattered throughout the scenario. OK, that's more of a plot device, but hey, it certainly seems less contrived than, say, finding 6 metal triangles. ;-)
Posts: 33 | Registered: Sunday, October 3 2004 07:00
Need help with canopy (spoilers) in Blades of Avernum
Apprentice
Member # 5048
Profile #14
It brings up an empty shop window.
Posts: 33 | Registered: Sunday, October 3 2004 07:00
Need help with canopy (spoilers) in Blades of Avernum
Apprentice
Member # 5048
Profile #11
Haha guess what the invisible bugbear fight is hard with a lvl 30 party, 2 archer/mages and 2 priests. Oh well, potions and "easy" difficulty to the rescue.

None of the shops work for me except for the guy who is there just to buy your stuff.
Posts: 33 | Registered: Sunday, October 3 2004 07:00
Article - bjlhct2 On Scenario Design pt 1: Linearity in Blades of Avernum
Apprentice
Member # 5048
Profile #56
Combat is a puzzle to the extent that the actions of opponents are, from the player's perspective, deterministic/predictable/consistent.

I see that everyone here is agreeing with me that linearity is bad but some is accepted to improve story, even if they don't realize it. :P
Posts: 33 | Registered: Sunday, October 3 2004 07:00
Article - bjlhct2 On Scenario Design pt 1: Linearity in Blades of Avernum
Apprentice
Member # 5048
Profile #31
Wow, there're gonna be some explodin' heads by the time I finish.
Posts: 33 | Registered: Sunday, October 3 2004 07:00

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