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Netheril : Age of Magic

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Messages - Mortui

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31
Announcements / Meet the DMs
« on: March 26, 2018, 11:23:49 am »
I figure it's probably a good idea to make something like this so that our players know a little bit about us!

I'm Mortui, from Australia.
You can best get my attention on Discord (Vizendel#0001) though I check the forums often too.

I'm happy to run any events that the players come up with (assuming it's appropriate anyway) though I'll also run events on my own.
You'll find me most interested in grimdark or eldritch horror tropes but don't let that stop you from coming to me with softer fare!

32
General Discussion / Re: How should we handle applications?
« on: January 24, 2018, 12:10:34 pm »
I honestly prefer this way to applications, as in general that's just a really messy system that involves a lot of bothering the DMs about them, fretting about whether or not they're written well enough when it is quite obvious that you'd be able to pull off the character well enough.

I think there should be some sort of formal note along with Kingsman's suggestion, and that we should limit the amount of people with 'application' perks just so that we don't have twenty Lycans wandering around with only 30 people on the server.

33
General Discussion / Re: Quest Idea
« on: January 24, 2018, 10:54:33 am »
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Quest: Two Halves Don't Make A Whole
Difficulty: Moderate/Hard, party rec 3+, level rec 7+
Information: Two Orcan Tribes are at war, there are two ways to get this quest and three ways to go about it. One tribe is a tribe full of Half-Orcan rejects and the other is full of pure Orcbloods.
Fighting the Half-Orcs is easier to do, but given that the adventuring characters aren't Orcs themselves they won't get a huge reward from the pure Orc tribe, though they can loot the Half-Orcs treasury.
Fighting the pureblooded Orcs is harder than fighting the Half-Orcs by far, but the rewards are much better.
The hardest option is to fight both and get the loot of both, to make incentive to not kill both you will have to fight both at the same time (as they're in the middle of a war/skirmish already). However, you get more XP for the third option along with a lot more gold as you take from the treasuries of both parties.
Credit to Vagabond!

34
General Discussion / Re: Quest Idea
« on: January 24, 2018, 10:30:16 am »
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Quest: Don't Mix Spirits
Difficulty: Trivial/Easy, party rec 1-3, level rec 1-5
Information: A wandering soul floats with lost purpose - feeling as if he missed out on too much of life's pleasures to leave. Throw him a party to get him to pass on. Three ways to pass the quest,
 persuade/bluff checks. Either persuading people from a bar to party with the Spirit or bribe them with alcohol. The final option is to murderhobo the spirit to forcefully make it pass on.
Quest idea courtesy of Vagabond.

35
General Discussion / Re: Quest Idea
« on: January 24, 2018, 01:56:05 am »
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Quest: The Hidden Library
Difficulty: Trivial, no combat. Only has a chance to spawn randomly throughout the module and the transition disappears after completion until reset.
Information: A hidden library is discovered, clearly a cache of long forgotten knowledge that old civilizations in the Frontier were privy too. Much of the libraries contents have been damaged due to time or mold, but some books have survived.
Library should contain scrolls balanced to the players level, 2 circles below and one circle above. Library should also contain history and fiction with a very rare chance to contain summoning theme books. 5% chance as a non-conjurer, 10% eith SF: Conjuration, 15% with GSF: Conjuration and 20% with GSF: Conjuration and Conjuration as your spell school. (Summoning tomes should be randomized but should have a chance for dangerous summoning themes such as Abyssal, Aberrant, Celestial or Infernal + others. Maybe even impossible without DM spice.)

36
General Discussion / Re: Quest Idea
« on: January 23, 2018, 02:35:39 pm »
Last one for tonight!

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Quest: The Curious Case of the Gentleman, Sutton.
Difficulty: Moderate, party rec 2-3+, level rec 3+
Information: A dapper gentleman has offered an outstanding sum of gold for someone who can help him figure out what is going wrong with him every few nights or so, he's chalked it down to a pattern that should reoccur tonight. The characters should stand guard outside his room (and talk to a placeable when ready) only to hear screams and ripping sounds from inside. Large rats swarm the house and when all of them are killed a Wererat breaks down the door and attacks the party. As it is slain it is revealed to be the dapper gentleman, having apparently suffered from one of the first recorded cases of Lycanthropy. Characters have an option to turn themselves in for the murder (and suffer whatever penalties appropriate, loss of gold but increased XP gain and perhaps some lawful points if a DM is witnessing it) or the characters can ransack the house and get their just payment (large sum of gold, less XP than previous option), agreeing to never speak of their secret accidental murder again.

37
General Discussion / Re: Quest Idea
« on: January 23, 2018, 02:11:54 pm »
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Quest: A Wild-walkers Duty
Difficulty: Moderate, party rec 1-2+, level rec 4+, druid/nature rangers/nature barbarians only
Information: Ideally several of these should be scattered around the server and provide ways for outcast and wild-walker characters to get some EXP and a little bit of an income, can range from aiding wounded animals to killing blighted plants/creatures. Ones in particularly dangerous areas might spawn ferocious beasts that can't be animal empathied easily/at all that need to be killed as they've been severed from their normal natures and been made to run amok and damage things that they should not.

38
General Discussion / Re: Quest Idea
« on: January 23, 2018, 02:02:02 pm »
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Quest: A Test..
Difficulty: Very Hard, party rec 1, level rec 10+, ARCANE CASTERS ONLY, TAKE WITH DM OVERSIGHT FOR MAXIMUM FUN
Information: Lady Valstiir has a standing offer available for those who think themselves worthy of a staff infused with some of the power her Mythallar can provide, perform a set of increasingly difficult puzzles ranging from common sense, pattern recognition and critical thinking and then a mage duel with an illusory copy of the Lady herself, obviously far scaled down in strength with no risk of death. If the quest is failed at whatever point, the player must get a DM to personally reset it and the character must impress/beg the Lady Valstiir herself for a second chance.
Notes: Reward should let you pick from a range of different staves, possibly 3-7 per class combination depending on the characters chosen school of magic/preference if Sorc or Bard.

39
General Discussion / Re: Quest Idea
« on: January 23, 2018, 01:47:34 pm »
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Quest: Preemptive Strike
Difficulty: Hard/Moderate, party rec 5+, level rec 7+
Information: The Captain of the Hadrian Guard has caught wind of a Barbarian encampment off in the North/East/South/West of the township, unwilling to risk the township by sending his guards to go purge them, he outsources the job to you, the adventurers. Barbarians should put up initially a strong resistance and get weaker and weaker as the quest goes on and you begin killing younger and younger foes, it's eventually revealed that the Barbarians had no intent of raiding Hadrian for the time being and had in fact been recovering from a plague.
Chief of the Tribe is nonhostile and can be spoken to, he begs for the party to leave the remainder of the tribe that are unwilling/incapable of fighting alone and take a portion of the Tribes treasury (slightly less than reasonable gold reward per head, maybe some consumables), optionally the party can decline and murder him and completely loot the encampment along with the reward from the Hadrian Guard Captain. (Chieftain should be equivalent to 3 or 4 of the beginning tribal warriors, the hardest encounter in the quest but not unmanageable as he is old. Possibly a Cleric or a Barbarian.)

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Quest: Goblins Again?
Difficulty: Easy/Moderate, party rec 3+, level rec 4+
Information: Kill a large horde of goblins near Hadrian who have fortified themselves inside a cave, collect weird goblin loot and enjoy their screams. Very straightforward quest.

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Quest: Gnomercy
Difficulty: Moderate/Annoying, party rec 2+, level rec 6+
Information: The Gnomes living in the slums of Lady Valstiir's enclave are throwing a party! It's very distracting and one of the guards will pay you a hefty sum to go beat some sense into the Gnomes. They'll mostly use holding spells, colour spray, grease, invisibility, haste, etc. Very few damaging spells. Make sure that there are three different types of gnomes that look similar/identical, one with an evil alignment, one with neutral and one with good so that players will always be rolling vs the mind affecting. (For purposes of the story behind the quest, Gnomes that 'die' are just knocked out and don't have much HP, there's just a lot of them.)

40
General Discussion / Re: Quest Idea
« on: January 23, 2018, 01:19:47 pm »
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Quest: Imperfect Experiments
Difficulty: Easy, rec party 2+, rec levels 4+
Information: An up and coming Arcanist in Hadrian is in desperate need of aid, his (admittedly rather poor) experiments lab was contaminated by accident and quite a fair few slimes, ochre jellies and puddings have materialized from a failed conjuring ritual and overrun his lab. Careful for weak spots in the floor or your leg may get caught! (Reflex save vs web/tangle in broken spots on floor)
 Lore + Spellcasting roll to disable ritual on a cauldron/summoning circle for additional XP and rewards (triggers additional boss battle, black/white pudding perhaps, as the magic is expunged) or break cauldron/summoning circle for 'normal' rewards and chastisement for property damage.

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Quest: Another Day in Hadrian
Difficulty: Trivial
Information: Courier Quest, introductory to introduce players to important merchants/NPCs in Hadrian. Large XP/moderate gold reward to get players started. (Assuming server starts at level 1).

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Quest: Remnants of the Saarukh
Difficulty: Hard/Very Hard, party rec 4+, level rec 11+
Information: A cavern system deep in size and far away from Hadrian has been discovered to have remnants of one of the creator races put in stasis to attempt to survive their extinction and attempt to overtake the local lands. Punish their hubris and steal their ancient treasures. (Should be a cave system that leads into a hidden elaborate dungeon), ensure there are spellcasting mobs and rogue mobs, as well as traditional beefcake mobs. (Quest should be very difficult and very much out of the way, a reward for characters willing to go the extra mile and do harder quests.) Optional Superboss: Sarrukh Noble/Queen/Lord, normal playing of the quest would have the Sarrukh sealed away before it can finish being revived from stasis but an optional ending for a particularly profitable reward of consumables/gold/loot. (Boss should be a mage with two or three 9th circle spells, one timestop, one meteor storm, possible a Mordenkainen's Disjunction)

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