CamDawg Posted March 25, 2008 Share Posted March 25, 2008 I've always thought it a bit silly that the Cowled Wizards can detect magic being cast anywhere in the city--unless you move 5 feet into a building, at which point they become deaf, blind, and dumb. I think it would be an interesting idea to see their detection abilities extended into all Athkatla buildings. There should be some exceptions, of course. It makes sense that some folks have already bribed the CWs in advance or that some areas are unknown to the CWs and/or protected--I can't imagine they're going to bother the Copper Coronet, Guarded Compound, Shadow Thieves' Guild, Twisted Rune, etc. However, I don't see any reason why they wouldn't turn up while filling Neb with Magic Missiles in a derelict bridge district house. I'm also not entirely sure why they ignore the entire Graveyard district. Link to comment
Qwallath Posted March 25, 2008 Share Posted March 25, 2008 Excellent point, and while it has always been an annoying feature, it is an integral part of the setting. Adding a little more consistency to it wouldn't hurt, in my opinion. This would add a tactical element of remembering 'safe' building where you can buff up, heal, etc. I'm all for it! Link to comment
DavidW Posted March 25, 2008 Share Posted March 25, 2008 I like. Presumably it's just a matter of adding a chunk of script to a few dozen area scripts? Link to comment
Icendoan Posted March 25, 2008 Share Posted March 25, 2008 Globally with an area check? Icen Link to comment
coaster Posted March 25, 2008 Share Posted March 25, 2008 I like it in theory but just to play devil's advocate.... Aren't a lot more "important" NPCs inside, rather than outside buildings? Might cowled wizards showing up and casting AoE spells and/or summoning fiends etc whilst in the Five Flagons or the Sea's Bounty (for example) break some quests if certain NPCs get caught in the crossfire? I enjoy mage battles, and don't like paying off the cowled wizards out of principle, so when I'm high enough level I usually go over to the city gate area and start casting spells to trigger some "cowled wizard showdowns". If the town crier or one of the guards dies in any ensuing crossfire, it's no big loss. Not sure the same could be said elsewhere. Link to comment
BigRob Posted March 26, 2008 Share Posted March 26, 2008 Although I favour the extension of the ban to most areas (with exceptions for the Shadow Thieves/CC/etc), perhaps major NPC zones in inns could be excluded from the extra buildings to prevent quest breakage. Perhaps as the inkeeps have purchased "site licenses" to allow guests to use magic for their comfort. Of course, it does give you more reason to purchase that license and more reason to be wary otherwise... Link to comment
Icendoan Posted March 26, 2008 Share Posted March 26, 2008 What about Mencar Pebblecrusher's party? Would Sorcerous Amon get attacked by the wizards? Icen Link to comment
DavidW Posted March 26, 2008 Share Posted March 26, 2008 What about Mencar Pebblecrusher's party? Would Sorcerous Amon get attacked by the wizards? Icen Plausibly they've bought a license. Link to comment
cmorgan Posted March 26, 2008 Share Posted March 26, 2008 (I'm for doing this for internal consistency. But I will try the Opposition Party for a sec...) Presumably, the Cowled Wizards are like the Thayvian Tower - there are a million reasons - from extensive graft, corruption, inattention, political manipulation, or anything else right down to the fact that they just lost a whole pile of enforcers to Irenicus and are a little shorthanded. So the argument could be made that they asre only consistently able to scry the streets and alleys, leaving the buildings alone. For a more "interesting" experience, you could make it a "tweak" and borrow igi's cool randomization arrays, and make the areas of enforcement random by game... "But I didn't get caught in that building over there, Officer!" "Ignorance is no excuse. Besides, that is Jaquia's territory, and I don't mess with her. You, my friend, either owe me a sizeable sum to look the other way, or I run you in right now." Link to comment
CamDawg Posted March 26, 2008 Author Share Posted March 26, 2008 Like I said, I think there would be some main reasons for exceptions: one is that the owners of an area would already be paid up (Copper Coronet) , the area is either unknown to the CWs (pirate area under the Sea's Bounty), or has some sort of magical safeguards that prevent monitoring (Twisted Rune). This would actually exclude most of the areas of interest in Athkatla: AR0021 Crooked Crane 1st Floor AR0022 Crooked Crane 2nd Floor AR0082 Lich Grave in Bridge District Inn AR0201 Ghouls village under Temple District AR0202 The Unseeing Eye Cult Hideout AR0203 Temple of the Forgotten God -- Amaunator (Unseeing Eye Plot) AR0204 The Forgotten Believers -- Temple City (Unseeing Eye Plot) AR0205 The Beholder Hideout (Unseeing Eye Plot) AR0206 The Halfling Village in the Sphere AR0301 Mae'Var's Hide Out AR0302 Mae'Var's Inn 1st Floor -- Entrance AR0303 Mae'Var's Inn 2nd Floor -- Training Area AR0304 Mae'Var's Inn 3rd Floor -- Edwin AR0305 Shadow Thieves Guild Entrance AR0306 Renal Bloodscalp's Hideout AR0307 Aran Linvail's Hideout AR0308 Harper's 1st Floor AR0309 Harper's 2nd Floor AR0310 Pirates' Hideout in Sea Bouny Tavern AR0311 Living Room (Entry points outside and up) -- Gaelan? AR0312 Sleeping Room (Entry poin down) -- Arledrian AR0313 Sea Bounty Tavern 1st Floor AR0314 Sea Bounty Tavern 2nd Floor AR0315 Living Room (Favour for Edwin -- Mae'Var Plot) AR0316 Sleeping Room (Favour for Edwin -- Mae'Var Plot) AR0317 Sleeping Room (Favour for Edwin -- Mae'Var Plot) AR0319 Temple of Oghma AR0321 Thief Stronghold (Hideout) AR0322 Thief Stronghold (1st Floor) AR0323 Thief Stronghold (2nd Floor) AR0324 Thief Stronghold (3rd Floor) AR0327 Shadow Thief Entrance (sided with Bodhi) AR0328 Shadow Thief 1st Floor (sided with Bodhi) AR0329 Aran's Hideout (sided with Bodhi) AR0331 House Cellar (Kangaxx) AR0401 Jansen Cellar AR0402 Jansen 1st Floor AR0403 Jansen 2nd Floor AR0404 Sewers beneath Coronet -- Lilarcor AR0405 Slaver's Ship Building AR0406 Copper Coronet AR0410 Sphere: Navigator's room -- Lavok's Hideout AR0411 Sphere: Entrance floor AR0412 Sphere: Ice and Fire Room AR0413 Sphere: Enginge Room AR0414 Sphere: Demon Plane AR0418 Myconids AR0419 Myconid AR0420 Sphere: Lizardmen Hideout AR0503 Tanner's Hideout Dock AR0507 Kidnappers' Hideout 1st Floor AR0508 Kidnappers' Hideout 2nd Floor AR0509 Five Flagons Inn 1st Floor AR0510 Five Flagons Inn Theater AR0511 Five Flagons Inn 2nd Floor AR0512 Temple of Helm AR0513 Calbor's Inn at Bridge District 1st Floor AR0514 Inn at Bridge District 2nd Floor AR0515 Inn at Bridge District 3rd Floor AR0516 Planar Prison AR0517 Planar Prison Cell AR0518 Planar Prison Cell AR0519 Planar Prison Cell AR0520 Planar Prison Cell AR0521 Planar Prison Cell AR0522 Five Flagons Inn (Stronghold) AR0523 Five Flagons Theater (Stronghold) AR0526 Sarcophagus Cellar AR0600 Circus Tent (phased) AR0604 Circus Tent 1st Floor AR0605 Circus Tent 2nd Floor AR0606 Circus Tent 3rd Floor AR0702 Adventurer's Mart AR0704 Mithrest Inn AR0705 Mekrath's Hideout in the Sewers (Haer'Dalis Plot) AR0709 Den of the Seven Vales 1st Floor AR0711 Illithid Hideout in the Sewers (The Hidden Plot) AR0712 Den of the Seven Vales 2nd Floor AR0713 Store or Inn at Promenade AR0801 Bodhi's Hideout (sided with Aran) AR0802 Netherscroll, Korgan's Book, Edwin AR0803 Bodhi's Lair (sided with Aran) AR0804 Pai'Na's Hideout AR0808 Bodhi's Hideout (Abduction Plot, getting Imoen's soul) AR0809 Bodhi's Lair (Abduction Plot, getting Imoen's soul) AR0901 Temple of Helm AR0902 Temple of Lathander AR0904 Temple of Talos AR0906 Guarded Compound 1st Floor AR0907 Guarded Compound 2nd Floor AR1002 Councel Building AR1008 Twisted Rune AR1010 Temple of Waukeen These I think would be subject to CWs: AR0041 Random Encounter City AR0045 Random Encounter City AR0046 Random Encounter City (bridge) AR0318 Storage Room AR0325 Corthala House 1st Floor AR0326 Corthala House 2nd Floor AR0330 House 1st Floor (Kangaxx) AR0332 Barracks in the Docks AR0333 Barracks in the Docks AR0334 Cromwell's Shop AR0335 Sleeping Room AR0407 Prebek's House AR0408 Temple of Ilmater AR0409 Living Room (Ployer's home) AR0415 Living Room 1st Floor AR0416 Living Room 2nd Floor AR0417 Living Room AR0501 Tanner's Hideout 1st Floor AR0502 Tanner's Hideout Cellar AR0504 Saerk's House 1st Floor AR0505 Saerk's House 2nd Floor AR0506 Noble House 1st Floor AR0525 House 1st Floor AR0527 House 1st Floor AR0528 House 2nd Floor AR0529 Neb's Hideout AR0530 Storehouse AR0531 Commoner House AR0607 Circus Tent restored AR0701 The Sewers AR0703 Temple of Ilmater AR0706 Armourer/Fletcher AR0707 Enge's Shop AR0708 Cernd's former home AR0710 Fennecia's Home AR0800 Graveyard AR0805 Crypt AR0806 Crypt AR0807 Crypt AR0810 Crypt AR0811 Crypt AR0812 Crypt AR0813 Crypt AR0903 Order of the Radiant Heart AR0905 Pimlico's Estate AR1001 Delryn's Estate AR1003 Firecam's Estate AR1004 Deril's Estate (Cernd Plot) AR1005 Prison AR1006 Jysstev's Estate (Oisig Plot) AR1007 Noble House AR1009 Noble House (Isaea Roenall's) These are just preliminary ideas, so folks can start arguing about the areas. If you were so inclined, you could also have a CW approach you to pay an additional bribe for excluding the FF/thieves' guild once you take possession of them as a stronghold. I like. Presumably it's just a matter of adding a chunk of script to a few dozen area scripts? IF SpellCast([PC],0) !GlobalTimerNotExpired("SpellsBad","GLOBAL") Global("BribedCowled","GLOBAL",0) GlobalLT("CowledWarning","GLOBAL",7) THEN RESPONSE #100 CreateCreatureObjectDoor("COWENF2",LastTrigger,0,0,0) // Cowled Enforcer SetGlobalTimer("SpellsBad","GLOBAL",300) END IF SpellCast([PC],0) Global("BribedCowled","GLOBAL",0) GlobalTimerNotExpired("SpellsBad","GLOBAL") THEN RESPONSE #100 Wait(1) END cowenf.cre summons whoever is appropriate for the encounter. Link to comment
J Beau Posted March 26, 2008 Share Posted March 26, 2008 Would it be possible to have the CW intervention after the party exits the building from where they used spells? This would eliminate a few problems. Link to comment
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