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 Banks, Faction Controlled Lands, and the like.

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Mister_Deepockent

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PostSubject: Banks, Faction Controlled Lands, and the like.   Thu Apr 22, 2010 3:27 am

Point - This topic will be a discussion area, and idea list for my Persistent Chest, Faction Controlled Lands, and whatever else happens to cross my mind. Kindly post in bold at the top of your reply, in regards to what you're commenting on. It'll help keep me from going insane. Example below.

Quote :
Persistent Chests I really think that we ought to put a back story behind them. . We can't just go about calling them Artifacts, can we? Just for those curious, I think we should have some sort of history behind them. Like, they used to be objects of power, from when the Humans started trading en masse....

Thanks for compliance to the request, and I do hope you enjoy my ideas.


- Deep.

Leader of the Black Company.
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Mister_Deepockent

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PostSubject: Re: Banks, Faction Controlled Lands, and the like.   Thu Apr 22, 2010 3:28 am

BANKS! - Yes. We have banks. They are amazing, and while service doesn't come with a smile, and a blank check, it is efficient, and it works. Usually.
HOWEVER.
I'd like persistent chests.
A quest for them.
"ALIGN ALL THE STARS AND - *clubs on head*" No. Not that kind of quest. I want a quest that's not going to be really annoying, or super painful to do. Now. In the Ranking System topic below this one (at this time) Fehrin suggested Tokens for cities. I approve of this.
Connection I've got to other games - Okay. For those of you that played Oblivion, and the Elder Scrolls III, remember how for the Mages Guild in Oblivion, you had to go around, and do all these super stupid things? Right. Well. Congratulations. That's what I've got in mind for the banking system.


To establish my thoughts - What I want is a persistent chest. When I DM'd (and occasionally visit in DM client) Worlds of Rhun, Baaleos put in these /wonderful/ chests. There was a tool that you got after you completed a quest that'd go into your inventory, and you could summon your own persistent chest. (I believe it had a 10 page limit on it) I'd like that if in the beginning, when a player created their character, and they first visited the bank, say, at level 5 or so, they'd get a quest for a copy of a magical artifact. Should they get approval from all of the banks of the Free/Sauronian Peoples, they'd receive one of these devices. These quests would consist of whatever the banker of that specific town found on his to-do list that he didn't particular want to do. Whether it's exploring a chasm that's opened up inside of a bank vault in the Lonely Mountain leading to an invasion force of orcs, and goblinkin (Higher level, 20-30 area, generally), or saving a commandeered caravan traveling from Gondor to Tharbad by worg riders. (More detailed quests will be posted. I'll have to take a look at the evil side, considering I haven't been updated in ages.) Anyway - When you got all of the approvals from ALL of the head bankers of all of your factions banks, you'll get the persistent chest.
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Mister_Deepockent

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PostSubject: Re: Banks, Faction Controlled Lands, and the like.   Thu Apr 22, 2010 4:18 am

Banks - In detail - The Free People of Middle Earth


  • Bree - For Bree, we already have a banker. We have the areas surrounding Bree. Now all we have to do is make a quest for the banker. Maybe with a small XP reward, and some basic gems for the neutral city forges. Reward - 1,500 XP. 10,000 GP. Item Rewards - Token of Trust(Bree), Topaz, Garnet, Amethyst, Ruby, Sapphire. Gear Option Reward - Battered Longsword, Reliable Guards Shield, Polished Guard Boots, Ring of Speedy Flight, Dark Plated Cloak, Helm of Long Sight, Trusty Longbow, Stiff Spike Knuckle Gloves, Sharpened Jeweled Belt Knife. [ Descriptions Below ] Quest - A new arrival to Bree, a haggard looking man, perhaps in his mid thirties, in good physical condition, paces the main floor of the bank of Bree. When you approach him (before level 5) he will continue muttering to himself. Once you achieve level 5, he'll respond to you. (Text will be posted later, I'm entirely open to revisions.) At first, he'll just consider your character. Character should be given the option to pursue. After a duel of "1, 2, 1, 3, 1, 1, 1, 4, 1." sequences for the conversation, the man'll reveal that he was the Guard Captain from Osagligoth (or however you spell it), delivering a large coffer of gems recovered from the ruins of the city. On their way to the Bree Bank, where the coffer was going to go, before the city was attacked, and the coffer was lost. According to the man, they awoke to heavy fog somewhere south of Bree. After several miles of traveling, the train was halted, because the wagon got stuck in a rut. After several hours of attempting to get the wagon out, the guards decided that they'd sleep until morning, feeling compelled by the unusually thick fog. The captain awoke in the middle of the night, and snuck off to the woods a few feet from the trail to 'see a man about a dog'. While he knew it was a bad idea to leave the trail, he would only go a yard or so, and could yell if trouble came. After several minutes, the Captain found himself ready to return to his cot. Turning to go, he saw several faint lights heading away from the caravan. His training instinctively throwing up warning signs, he crawled back to the wagon, only to find his fellow guards had been slain. On closer inspection, he found that the mysterious cargo that they had been transporting had disappeared. Desperate to prove his loyalty to Gondor, the man begs you to go and find the coffer for him, and the player accepts. The player should travel south, three maps, and head into a forest. (The road should have the wagon remains on it). Inside the forest (which should only be one moderately sized map), the player will find the Gang Leader, several mages, bandit assassins, and several other things. There will be three bosses, all of varying classes, and several trash NPCs.



Quest Details - Items (Rewards)

  • Battered Longsword - +3 AB, +1d4 Bludgeon Damage, +3 Slashing Damage, +4 Intimidate
  • Reliable Guards Shield - +2 AC, +5 Piercing, Bludgeon, Slashing Resistance, Weight Reduction, 20%, Large Shield
  • Polished Guards Boots - +3 Dodge AC, +1 Charisma, +3 Intimidate, +2 Appraise, +2 Persuade, +2 Diplomacy
  • Ring of Speedy Flight - Haste, -5 Spot, -5 Move Silently, -5 Hide
  • Dark Plated Cloak - +3 AC, +10 Piercing Resistance
  • Helm of Long Sight - +2 AC, +10 Spot, 1 Cast/Day of Ultravision
  • Trusty Longbow - +2 AB, Mighty +4, Unlimited Arrows - Plain.
  • Stiff Spike Knuckle Gloves - +1d6 Piercing Damage, +1d4 Bludgeon damage, +4 Intimidate
  • Sharpened Jeweled Belt Knife - +2 AB, +1d6 Slashing Damage, +1d4 Piercing Damage


Quest Details - NPCs

  • Hooded Bandit Thug - Level 6 Fighter - 120 HP, 15 AC, 10 AB. Saves - 8 Fortitude, 5 Reflex, 2 Will. Weapon - Cruel Cudgel - +2 AB, 1d6 Bludgeon Damage. - Armor - Bandits Outfit - +3 AC, Leather Armor.
  • Hooded Bandit Backstabber - Level 6 Rogue - 60 HP, 17 AC, 9 AB. Saves - 3 Fortitude, 11 Reflex, 4 Will. Weapon - Cutpurse's Stabbing Sword - +1 AB, 1d4 Piercing Damage. Armor - Bandits Outfit
  • Scruffy Bandit Leader (Fighter Boss)- Level 11 Fighter - 200 HP, 18 AC, 15 AB. Saves - 10 Fortitude, 8 Reflex, 9 Will. Weapon - Heavy Flail of Bear - +2 EB, +4 Bludgeon, Piercing, Slashing Damage. Armor - Makeshift GaurdMail - +2 AC, +10 Slashing, Bludgeon Resist, 5% Piercing Vulnerability.
  • Terira the Runaway (Rogue Boss)- Level 10 Rogue - 130 HP, 19 AC, 13 AB. Saves - 6 Fortitude, 14 Reflex, 8 Will. Weapon - Ancient Nobles Dueling Rapier - +1 AC, -4 Piercing Damage, +1d6 Acid Damage, Cause Disease - ___?___ Armor - Darkly Dyed Shroud - +2 AC, +5 Hide/Move Silently, Stat Bonus - +1 Dexterity , Lovingly Knitted Traveling Cloak - +2 AC, +10 Cold Resistance, 5% Fire Vulnerability.
  • Maddened Field Surgeon (Cleric Boss)- Level 13 Cleric - 250 HP, 15 AC, 6 AB. Saves - 10 Fortitude, 2 Reflex, 10 Will. Weapon - Butchers Cleaver - +2 AB, +1d6 Slashing Damage. Armor - Bloodied Apron - -2 AC, +5 Taunt, Spell Slot - Cleric, Level 2. Spell Slot - Cleric, level 4. Alignment Requirement - Chaotic.
  • Hired Mage - Level 8 Wizard - 60 HP, 10 AC, 2 AB. Saves - 4 Fortitude, 4 Reflex, 6 Will. Weapon - Wizards Staff - Class Requirement - Wizard. Spell Slot - Wizard, Level 3. Spell Slot - Wizard, Level 3. Stat Bonus - +2 Intelligence. Armor - Battle Mages Robes (in the standard toolset.)
  • Seductress - Level 8 Sorcerer - 100 HP, 8 AC, 0 AB. Saves - 6 Fortitude, 4 Reflex, 6 Will. Weapon - Sorceress's Belt Knife - Class Requirement - Sorcerer. Spell Slot - Sorcerer, Level 3. Spell Slot - Sorcerer, Level 3. Stat Bonus - +2 Charisma. Armor - Battle Mages Robes (in the standard toolset.)
  • Mind Numb Minstrel - Level 10 Bard - 80 HP, 14 AC, 8 AB. Saves - 10 Fortitude, 10 Reflex, 0 Will. Weapon - Spell Blade - Class Restriction - Bard. Spell Slot - Bard, Level 2. Spell Slot - Bard, level 2. Stat Bonus - +2 Charisma. Armor - Bandits Outfit. Also Drops - Old Lute - +10 Preform, +2 Charisma, Spell Slot - Bard, Level 3, Spell Slot - Bard, Level 4.
  • Uncle Thomnus - Level 10 Barbarian (Boss) - 220 HP, 10 AC, 16 AB. Saves - 15 Fortitude, 4 Reflex, 0 Will. Weapon - Uncle Tommy's Choppin' Axe - +1d8 Slashing Damage, +1d4 Mass Critical. Armor - Makeshift Bear Pelt Armor - Leather Armor, +5 Bludgeon Resistance, 5% Piercing Vulnerability, +5 Cold Resistance.


Items Included in New Area - NPC gear ***ALL DROPPABLE, & DISARMABLE***

  • Cruel Cudgel - +2 AB, 1d6 Bludgeon Damage
  • Bandits Outfit - +3 AC - Leather Armor
  • Cutpurse's Stabbing Sword - +1 AB, 1d4 Piercing Damage - Short Sword
  • Heavy Flail of Bear - +2 EB, +4 Bludgeon, Piercing, Slashing Damage - Heavy Flail
  • Makeshift GaurdMail - +2 AC, +10 Slashing, Bludgeon Resist, 5% Piercing Vulnerability, Banded mail.
  • Ancient Nobles Dueling Rapier - +1 AC, -4 Piercing Damage, +1d6 Acid Damage, Cause Disease - ___?___ - Rapier
  • Darkly Dyed Shroud - +2 AC, +5 Hide/Move Silently, Stat Bonus - +1 Dexterity - Robe
  • Lovingly Knitted Traveling Cloak - +2 AC, +10 Cold Resistance, 5% Fire Vulnerability
  • Butchers Cleaver - +2 AB, +1d6 Slashing Damage - Battle Axe
  • Bloodied Apron - -2 AC, +5 Taunt, Spell Slot - Cleric, Level 2. Spell Slot - Cleric, level 4. Alignment Requirement - Chaotic - Robe
  • Wizards Staff - Class Requirement - Wizard. Spell Slot - Wizard, Level 3. Spell Slot - Wizard, Level 3. Stat Bonus - +2 Intelligence - Magic Staff
  • Battle Mages Robes (in the standard toolset.)
  • Sorceress's Belt Knife - Class Requirement - Sorcerer. Spell Slot - Sorcerer, Level 3. Spell Slot - Sorcerer, Level 3. Stat Bonus - +2 Charisma - Dagger
  • Spell Blade - Class Restriction - Bard. Spell Slot - Bard, Level 2. Spell Slot - Bard, level 2. Stat Bonus - +2 Charisma - Dagger
  • Old Lute - +10 Preform, +2 Charisma, Spell Slot - Bard, Level 3, Spell Slot - Bard, Level 4 - Lute
  • Uncle Tommy's Choppin' Axe - +1d8 Slashing Damage, +1d4 Mass Critical - Greataxe
  • Makeshift Bear Pelt Armor - Leather Armor, +5 Bludgeon Resistance, 5% Piercing Vulnerability, +5 Cold Resistance - Padded Armor
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Fehrin

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PostSubject: Re: Banks, Faction Controlled Lands, and the like.   Thu Apr 22, 2010 6:09 am

For the Tharbad bank Quest, Moria could be used, the banker had sent a group of adventurers into moria to retrieve a cache of stolen goods, goods that were brought from Edoras for trade. I'm not going to go into as much detail as Deep did above, he can add to this one if he wants, but you would go down to the Deep Stair, Mining level 3 and search the mine carts for the stolen goods, then return them, using the original Moria spawns and several boss-spawns on level 3 to flesh out the quest.
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Mister_Deepockent

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PostSubject: Re: Banks, Faction Controlled Lands, and the like.   Thu Apr 22, 2010 6:12 am

Bank Quests - Free Alliance/Neutrality - Lake Town

For the past while now, I've read posts on the forums about sea battles. Well. NOW IS THE TIME TO DO SO! Well. It will be later. Any who. On to the point!

We need to add a banker to Lake Town. We also need to add a rather sorry looking fellow to the tavern. On talking to him, he'll reveal (if you're level 15+) that he's LOST HIS BOOTY (not quite those words, but still)! Through another back-and-fourth with this NPC, he'll eventually give you the option to assist him, and Lake Town, in bringing back the stolen treasure from the pirates. It would appear in the middle of the nights, they came disguised as traveling musicians. Setting up near the bank, they used the racket created by the practicing musicians to break into the bank, commandeer the towns community chest of gold, which was going to be used to build a fleet to protect Lake Town from pirates, and take the captains wife captive (yo ho, yo ho, it's a pirates.. wife..? for me). Any who - On accepting the quest, you'll be transported harmlessly to the interior of a ship. The interior of the ship will allow you to buy healing supplies, food, and a few other piratey things that wouldn't be available elsewhere in the game (except for improved versions that the pirates drop)(shop items will be listed below.)

On leaving the ship, you'll be transported to the shore of a near by island (similarly named 'A Suspicious Island', or whatever better name Tree can come up with). On further exploration, you'll discover a cave mouth north of your row boat. You'll also find a few cooking fires, some tents, scattered pirates around them, and the like. Once inside the cave, you'll go through several systems, fighting through cramped quarters, traps, and hordes of pirates. Any who, after twisty turn-y passages for two maps, you'll finally enter a large cavern (after another short trip through a tunnel). This cavern will be the Captains Quarters. Chests in the room will look like the Balrogs. Minus the giant flaming demon of death. There'll be four different bosses. The main piratey arch-villain fellow, an evil mage chick.. thing, an archery master (Who'll pin your arse to the wall, if you're not careful!), and some chick with a couple kurki's, a mean look in her eye, and all that good stuff.

First we'll list boss stats, names, etc. Then we'll move to loot. Be patient, grasshopper. Just don't get smooshed.

  • Karghur, Captain of the Obscure Voyager- Pirate King
    Level - 10 Fighter, 13 Rogue, 17 Weapon Master. Human
    Strength - 40
    Dexterity - 20
    Constitution - 32
    Intelligence - 13
    Wisdom - 11
    Charisma - 15

    Attack Bonus - To Be Determined - 40-60?
    HP - 4520 - 7580
    AC - 24, minimum. Could go to 48.

    Saves - Secret.

    Weapon - Right Hand - Jeweled Rapier - +4 Enchantment, +2d4 Slashing, +2d4 Piercing, +2d4 Bludgeoning, Keen. Left Hand - Polished Long Knife - +5 Attack Bonus, +3 Piercing Damage, +1d4 Slashing Damage, Mass Crit 1d6.
    Armor - Shady Rags - +5 Armor Class, +5 Dexterity, +3 Constitution, +15 Piercing Resistance, +10 Slashing Resistance, Improved Evasion.
    Dark Shroud - +4 Armor Class, +6 Constitution, +4 Strength, +4 Dexterity, +5 15 soak Light(red) 20m. - Leather Armor, (+3 AC)
    Boots - Pirates Formal Boots - Haste, +6 Charisma, +6 Intelligence, +4 AC.
    Cloak - Dark Shroud
    Necklace - Temptress's Bane - Immunity : Mind Spells, -12 Charisma, -8 Intelligence, +50% Cold Vulnerability.
    Rings - R. - Dolphin Spine Ring L. - Obscure Voyager Signet Ring - Immunity to Spell : Mind Fog, +7 Resistance to Mind Spells, Cast Spell, 3x/day, Ultravision.
    Helm - None.
    Bracers - Stolen Elven Wrist Guards - +4 AC, Feat : Ambidexterity, +5 Dexterity, Haste, -3 Strength.


  • Faerah - Caster Boss
    Wizard, Level 40. Human
    Strength - 12
    Dexterity - 18
    Constitution - 33
    Intelligence - 40
    Wisdom - 10
    Charisma - 22

    HP - 2100 - 5100
    AC - 20 to 30

    Saves - Secret
    Weapon - Right Hand - Staff of the Seas - Class Restriction : Wizard Only, Spell Slot, Wizard, Level 8, x2. Spell Slot, Wizard, Level 7, x2, Spell Slot, Wizard, Level 6, x2, Stat Bonus, Intelligence, +6.
    Left Hand - Ancient Coral Blade - Class Restriction : Sorcerer Only, Spell Slot, Sorcerer, Level 8, x2, Spell Slot, Sorcerer, Level 7, x2, Spell Slot, Sorcerer, Level 6, x2, Stat Bonus, Charisma, +6.
    Armor - Shroud of the Arcane - +4 AC, +6 Intelligence, +6 Charisma, +4 Constitution, +20 Piercing Resistance.
    Cloak - Dark Shroud
    Boots - Boots of Haste
    Rings - L. R.
    Neck -
    Belt -
    Gloves -

  • Raahl of the Crows - Ranged Boss.
    Levels. 10 Fighter. 4 Bard. 30 Arcane Archer. Elf.
    Strength - 14
    Dexterity - 46
    Constitution - 8
    Intelligence - 30
    Wisdom - 15
    Charisma - 13

    AB - 30-35
    AC - 40-45
    HP - 1600 - 3050

    Saves - Secret

    Equipment.
    Weapon - Guidance +5 Attack Bonus, Extra Damage, Piercing, Slashing, Mighty +7, Mass Crit 1d8.
    Sharks Tooth Arrows - 2d10 Slashing Damage, 1d12 Piercing Damage, 1d8 Sonic Damage, 2d10 Bludgeon Damage, Wounding 20 DC
    Rags of the Nest - +3 AC, +8 Dexterity, Haste, Darkvision, +15 Spot.
    Cloak -
    Helm -
    Bracers/Gloves - Light Leather Gloves - +6 AB, +1d12 Slashing resistance, +1d12 Piercing Resistance, +3 Dexterity.
    Rings - L. Ring of Long Sight - +30 Spot, 1x/day Ultravision R. Obscure Voyager Signet Ring
    Neck - Elven Pendant - +6 AC, -2 Strength, -2 Constitution.
    Belt - Belt of the Smaller Titans

  • Theresa the Cruel - Monk/Rogue boss.
    Monk 20, Rogue 10, 15 Assassin - Human.

    Strength - 34
    Dexterity - 38
    Constitution - 22
    Intelligence - 14
    Wisdom - 16
    Charisma - 17

    AC - 43
    HP - 2045-4530
    AB - 30 and 34

    Saves - Secret.

    Right Hand - Kama of Betrayal - +4 Enchantment Bonus, Keen, Mass Crit 1d8, 2d6 Acid, Fire, Slashing, Piercing. 1d10 Electrical.
    Left Hand - Wenches 'Serving' Knife - +6 Attack Bonus, Mass Crit 1d10, 1d10 Acid, 1d10 Slashing, 1d10 Electrical, 1d6 Negative.

    Cut Up Gown - +5 AC, Haste, +20 Hide, +20 Move Silently, Class Restriction - Rogue
    Belt - Belt of the Smaller Titans - +8 Dexterity, +15 Piercing Resistance.
    Cloak - Cloak of the Pale Maiden - +3 AC, +6 Dexterity, +6 Intelligence, -15 Hide, -15 Move Silently
    Helm - Maidens Darkened Cowl - +6 AC, Darkness, 2 Uses/Day, +15 Negative Resistance.
    Rings - L. Brides Wedding Band - +5 Charisma, +5 Intelligence, +5 Strength, +5 Constitution, -5 Universal Saves R. Ring of the Obscure Voyager
    Neck - Family Heirloom - +5 AC, +5 Charisma, -2 Constitution, +4 Dexterity.
    Boots - Boots of Hardiness +12
  • First Mate Grokk
    Half-Orc, (Possible human giant?)
    Levels - 40 Barbarian

    Strength - 44
    Dexterity - 14
    Constitution - 45
    Intelligence - 6
    Wisdom - 6
    Charisma - 14

    HP - 5480 - 8950
    AC - 16
    AB - 40+

    Weapon - R. Hand - Sharpened Anchor - +8 Attack Bonus, +2d10 Bludgeon, +1d12 Slashing, +1d8 Sonic, Keen, Mass Critical 2d12. Greataxe.
    Armor - Pirate's Peicemail - +3 AC, +15 Bludgeon/Slashing/Piercing Resistance, +15 Intimidate, +5 Regeneration, Haste. - Banded Mail. (+5 AC Base)
    Jewelery - Ring - Dolphin Spine Ring - -4 Charisma, +10 Constitution, +6 Strength.
    Neck - Strand of Noblewomans Earrings - +2 Charisma, +6 Dexterity, +5 Universal Saving Throws.
    Bracers - Bracers of the Warrior - +5 30 Soak
    Boots - +12 Boots of Hardiness - +4 AC, +12 Con, Haste.
    Belt - Greater Belt of Dark Warding
    Cloak - Cloak of the Bear
    Helm - Lizard's Skull - +20 Intimidate, -6 Charisma, +5 Con, +5 Strength, +5 AC.



NPC List
  • Elven Pirate - Fighter 10, Rogue 5, Weapon Master 10.
    AC - 25, HP - 980, AB - 38.
    Weapon - Pirates Rapier / Light Buckler
    Armor - Pirate Shroud
  • Human Pirate - Fighter 35
    AC - 23, HP - 1050, AB, 40
    Weapon - Boarding Axe / Pirates Rapier
    Armor - Pirate Shroud
  • Conjurer of Fog (Human, Elf, Half Elf, or Hobbit) - Wizard 35
    AC - 18, HP - 910, AB - 12
    Weapon - Alchemical Belt Knife
    Armor - Arcane Pirate Shroud
  • Human Pirate Archer - Ranger 35
    AC - 20, HP - 950, AB - 30
    Weapon - Weather Worn Shortbow
    Armor - Pirate Shroud
  • Elven Pirate Archer - Fighter 10, Bard 5, Arcane Archer 10
    AC - 25, HP - 900, AB - 35
    Weapon - Protected Longbow
    Armor - Pirate Shroud
  • Human Corsair - Ranger 15, Fighter 20.
    AC - 30, HP - 1050, AB - 38
    Weapon - R. - Cruel Gutting Blade, L. - Shiv
    Armor - Reinforced Pirates Garb
  • Human Boarder - Barbarian 35
    AC - 28, HP - 1500, AB - 40
    Weapon - R. - Brutal Boarding Axe
    Shield - Wicker Tower
    Armor - Heavily Reinforced Pirates Garb
  • Pirate Physician - Cleric 40
    AC - 18, HP - 1000, AB - 12
    Weapon - Vicious Cleaver
    Shield - Surgical Knife
    Armor - Bloodied Smock




Items in the Area

  • Pirate Shroud - Padded Armor - +4 AC, +3 Strength, +3 Dex, +10 Piercing/Slashing Resistance, Haste
  • Protected Longbow - +4 AB, +10 Mass Critical, Extra Damage, Piercing. - Longbow
  • Weather Worn Shortbow - +3 AB, +4 Mass Critical - Shortbow
  • Arcane Pirate Shroud - +4 AC, +4 Int, +4 Charisma, Spell Slot, Wizard, Lv.8, Spell Slot, Sorcerer, Lv. 8. - Robe
  • Alchemical Belt Knife - +2 EB, Spell Slot, Wizard, Lv. 6, x3, Spell Slot, Sorcerer, Lv.6 x3 - Dagger
  • Pirates Rapier - +5 AB, +1d12 Piercing, +1d12 Slashing, Keen. - Rapier
  • Boarding Axe - +4 AB, +1d12 Bludgeon, +1d12 Slashing, +1d10 Mass Critical - Handaxe
  • Light Buckler - +3 AC, +20 Piercing Resistance. - Light Shield
  • Pirates Shroud - +5 AC, +10 Piercing/Bludgeon/Slashing Resistance, +15 Fire Resistance, Haste. - Robe
  • Bloodied Smock - +3 AC, Cleric Spell, 5 x2, 6 x2. +5 Con, +5 Wis. - Robe
  • Wicker Tower - +6 AC, -20% Slashing Vulnerability, +30 Piercing Resistance, +5 Bludgeon. - Tower Shield
  • Surgical Knife - +6 AB, +2d12 Slashing, +2d12 Piercing. - Dagger
  • Heavily Reinforced Pirates Garb - +3 AC, +15 Slashing/Piercing/Bludgeon Resistance, +5 Intimidate (Half Plate, +7 AC)
  • Brutal Boarding Axe - +4 EB, Wounding 16 DC, +2d8 Slashing, +2d10 Bludgeon. - Battle Axe
  • Reinforced Pirates Garb - +4 AC, +10 Slashing/Piercing/Bludg Res - Leather Armor (+3 AC)
  • Cruel Gutting Blade - +3 AB, Wounding 20 DC, +1d12 Slashing, Piercing, +1d4 Negative. - Scimitar
  • Shiv - +4 AB, +2d12 Piercing, +1d6 Negative, Daze - 14 DC. - Dagger
  • Pirates Hood - +5 AC, +6 Con, +6 Strength, -4 Charisma.


Boss Loot Chests
  • Boots of the vanishing Harp - +3 AC, Haste, Bard Spell, Lv3 x2, Lv4 x2, Lv5 x2. Charisma +5, Invisibility 2x/day
  • Cape of the Roc - +4 AC, +30 Fire Resist, +6 Constitution, Immunity : Fear. Cloak
  • Greataxe of Disengaging - +6 AB, 2d8 Slashing, 1d10 Piercing, 1d10 Fire, Keen. Greataxe
  • Gaael's Rapier - +3 EB, Keen, Mass Critical 2d12, 1d10 Sonic Damage. Rapier
  • EntSkin Protectorate - +5 AC, +30 Piercing Resistance, 25% Vulnerability to Fire. Tower Shield
  • Plate of Lake - +4 AC, +15 Slash/Bludg/Pierc Resistance, Haste, Immunity to Poison. Full Plate
  • Spider Defense - +4 EB, Keen, Mass Critical 1d10, 1d10 Sonic, 1d10 Slashing, 1d10 Fire. Scythe
  • Flogging Whip - +3 EB, Keen, 2d12 Slashing, 2d12 Piercing. Whip
  • Disengaging Pike - +7 AB, +2d12 Piercing, +1d10 bludgeon, keen. Spear
  • Physicians Diagnosis - +4 AC, +8 Wisdom, Cleric Spell Level, 4 x2, 5 x2, 6 x2, 7 x2, 8 x2. Class Restriction - Cleric Only.
  • Scimitar of the Sea - +5 AB, 2d12 Acid, 1d10 Slashing. Scimitar
  • Sword of the Deep - +3 EB, +10 Slashing, +10 Piercing, Keen, Mass Crit +8 Longsword
  • Coral Amulet - +4 AC, +6 Con, Immunity - Fear, Immunity - Drown Necklace
  • Coral Ring - +5 AC, +4 Con, Immunity - Fear, Immunity - Drown, +10 Piercing Resistance Ring
  • Whale Bone Ring - +3 AC, +10 Wisdom, Freedom of Movement Ring
  • Starlight - +6 AC, +20 Fire Resistance, Haste, +10 Hide/Move Silently Small Shield
  • Cloudburst - +3 AC, +15 Fire/Acid/Cold/Electrical Resistance, +10 Sonic Resistance Small Shield
  • Conch Helm - +6 AC, +20 Listening, Immunity - Drown, +20 Bludgeon Resistance
  • Pirates Fanciful Rapier - +6 EB, +1d10 Piercing, +1d10 Slashing, +1d6 Negative, Keen.
  • Plank Shards - +2d12 Piercing, +2d12 Slashing, +2d12 Bludgeon, Wounding 24 DC. - Arrows, 99
  • Captains Cabin Door - +4 AC, +20 Piercing, Bludgeon, Slashing, -8 Dexterity, +75% Arcane Spell Failure.
  • Commandeered Druids Staff - +10 Wisdom. Druid Spell Level - 4 x2, 5 x2, 6 x2. Creeping Doom, 2x/day.
  • Sharkskin Plating - +6 AC, +30 Slashing Resistance, Haste, Spell Immunity : Drown.
  • Coral Scimitar - +5 EB, +1d12 Slashing, Piercing, +1d4 Magical, Wounding : 16 DC.
  • Coral Kurki - +5 EB, +1d12 Slashing, Piercing, +1d4 Magical, Wounding : 16 DC.
  • Coral Greataxe - +5 EB, +1d12 Slashing, Piercing, +1d4 Magical, Wounding : 16 DC.
  • Coral Rapier - +5 EB, +1d12 Slashing, Piercing, +1d4 Magical, Wounding : 16 DC.
  • Coral Arrows - +2d12 Slashing, Piercing, +1d4 Magical, Wounding : 16 DC.
  • Coral Scythe - +5 EB, +1d12 Slashing, Piercing, +1d4 Magical, Wounding : 16 DC.
  • Coral Greatsword - +5 EB, +1d12 Slashing, Piercing, +1d4 Magical, Wounding : 16 DC.
  • Coral Halberd - +5 EB, +1d12 Slashing, Piercing, +1d4 Magical, Wounding : 16 DC.
  • Coral Shortsword - +5 EB, +1d12 Slashing, Piercing, +1d4 Magical, Wounding : 16 DC.
  • Coral Dagger - +5 EB, +1d12 Slashing, Piercing, +1d4 Magical, Wounding : 16 DC.
  • Coral Longsword - +5 EB, +1d12 Slashing, Piercing, +1d4 Magical, Wounding : 16 DC.
  • Coral Spear - +5 EB, +1d12 Slashing, Piercing, +1d4 Magical, Wounding : 16 DC.
  • Coral Battleaxe - +5 EB, +1d12 Slashing, Piercing, +1d4 Magical, Wounding : 16 DC.
  • Coral Handaxe - +5 EB, +1d12 Slashing, Piercing, +1d4 Magical, Wounding : 16 DC.
  • Coral Double Sided Axe - +5 EB, +1d12 Slashing, Piercing, +1d4 Magical, Wounding : 16 DC.
  • Coral Double Bladed Sword - +5 EB, +1d12 Slashing, Piercing, +1d4 Magical, Wounding : 16 DC.
  • Coral Bullets -+2d12 Slashing, Piercing, Bludgeon, +2d4 Magical, Wounding : 16 DC.
  • Coral Bolts - +2d12 Slashing, Piercing, +2d4 Magical, Wounding : 16 DC.
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Mister_Deepockent

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Posts : 52
Join date : 2010-04-16
Age : 97
Location : Pasadena, MD

PostSubject: Re: Banks, Faction Controlled Lands, and the like.   Sun Apr 25, 2010 9:48 am

Soon to come : Dunlands.
Just worked for an hour on the entire thing, noticed an error, went to correct it, and when I go to backspace, it uses the back button in my browser. UGH.

Well. Basically, the just of it is completely opposite that of Bree. The Dunlands have been raiding Caravans, but this time the Caravan Guards won. They got away into the woods, and are better equipped than the Dulandians, who lack the nerve to go in. I'll post gear and whatnot, but you're on your own at the moment so far as area appearance, dialogue, and all that detailey junk. By the way - I neeeeed input on Health for the NPCs. I'm COMPLETELY in the dark as to how high most of it goes (not that I have any particular problems with damage), but an idea will be nice. Laketown is one of the higher bits. Ha.


  • Captain Snard - Main Boss
    11 Fighter, Human.

    23 Strength,
    16 Dexterity,
    18 Constitution,
    14 Intelligence,
    10 Wisdom,
    12 Charisma,

    18 AC, 200 HP, 10 AB

    Equipment -

    Weapon.
    R - Polished Steel Longsword - +2 AB, 1d6 Slashing Damage.
    L - Guardsman's Shield - +1 AC, +10 Slash/Bludgeon Resistance
    Helm - Helm of Guidance - +2 Wisdom, +5 Heal, +5 Spot
    Armor - Homemade Tabard - +2 AC, +10 Piercing, +1 Constitution Half Plate "Clearly patched in several places, it's easy to tell that someone spent several hours at a time repairing this."
    Boots - Boots of Speedy Return - Haste
    Cloak - Lovingly Woven Traveling Cloak - +2 AC, +10 Cold Resistance "Well made, and clearly meant for someone special. A small heart is stitched into the inner lining of the cloak."
    Gloves - Fathers Might - +2 Strength, +2 Intimidate "Hardened leather gloves. These have clearly seen years of heavy use, from lifting children, or splitting logs."
    Ring (L) - Snard's Wedding Band - +3 AC. (R) - Signet Ring of the Blazing Eagle - Light (Bright) Yellow. +5 Spot.
    Necklace - Child's Woven Bead Necklace - +2 AC, +1 Constitution. "A painstakingly woven necklace, differently colored stands of twine form a brief message. 'For daddy. Happy birthday."

    **Each item should have a percentage of dropping. Only one or two of these items will drop per kill of this boss.

  • Elmaraah Tereanar - Wizard/Sorcerer Boss
    10 Wizard, Human.

    Strength - 10
    Dexterity - 10
    Constitution - 12
    Intelligence - 20
    Wisdom - 10
    Charisma - 15

    Hit Points - 180
    AC - 14
    AB - 5

    ...............
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Mister_Deepockent

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Posts : 52
Join date : 2010-04-16
Age : 97
Location : Pasadena, MD

PostSubject: Re: Banks, Faction Controlled Lands, and the like.   Fri Apr 30, 2010 3:13 pm

The general idea of the thread is to put new places, new items, new creatures, new bosses, and new lore out there for players. This has NOT been done on ANY other LotR server. Ever. We're already original, but every little bit helps.
Not to mention that we'll get bored seeing the same faces in the bloated agony of the dead day by day.
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