Kholigen needs a portal at the end of it
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Kholigen needs a portal at the end of it
This is the type of dungeon that is great for groups that like to roleplay along the way, but if you rent a ship you are almost forced to run through it to ensure you don't get stranded. I think you still want the portal at the bottom to do what it does now, but maybe add a planar portal where it puts you after you go through it in case the ship does run out of time. Making the alternate route there two ways might also be the way to go instead.
Re: Kholigen needs a portal at the end of it
There is at least one alternative route which is technically two way if you have enough attunement pots?
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Re: Kholigen needs a portal at the end of it
If I remember correctly, you cannot get off the island without a Potion of Attunement if you curiously head to Kohligen [snip].
I got stranded that way my first time.
Second this necessity. Possibly even just a one-way portal that takes you to somewhere near Minmir; maintains the lore.
I got stranded that way my first time.
Second this necessity. Possibly even just a one-way portal that takes you to somewhere near Minmir; maintains the lore.
Last edited by DM Praxis on Sun Jul 11, 2021 12:39 pm, edited 1 time in total.
Reason: Spoilers.
Reason: Spoilers.
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Re: Kholigen needs a portal at the end of it
Sure. This all makes sense; I'll add something for escape later. Much as I really write enjoy its sense of remoteness and isolation, it really is too easy to have a bad time as a result.
Done.
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Re: Kholigen needs a portal at the end of it
Can we get some edits in here to preserve FOIG? Personally speaking, I feel like learning the alternate route of entry in-character was really fun and cool, and I think we should try to preserve the magic of discovery where we can.
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Re: Kholigen needs a portal at the end of it
Honestly this place just needs a planar portal source somewhere behind the last boss. Everything else can just stay as is so people can return to their ships etc.
KriegEternal wrote:Their really missing mords and some minor flavor things.
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Re: Kholigen needs a portal at the end of it
My first thought was behind the boss too, Astral, but then I thought "What if you don't know the boat is gone and portal back up top?". Then you would be forced to run through the dungeon again to get to it.
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Re: Kholigen needs a portal at the end of it
You kinda right on that one Babylon. I thought maybe putting it up on the cliffs above the docking spot would be a bit confusing from an IC perspective and that putting it behind the boss would be more thematic and still only requires you to keep the time of your ship's lease (which not the most terrible and absurd IC requirement from a PC to do in that scenario) but you're not required to bring lenses if you know when your ship's lease expires. But you're kinda right since keeping a timer of your ship's lease isnt what I consider the most important and interactive RP (although it can be, I guess?) so putting it on the cliffs is "meh whatever, we take those, it's fine too".
KriegEternal wrote:Their really missing mords and some minor flavor things.
Re: Kholigen needs a portal at the end of it
So, I understand what I am about to say is not really the way things are done, or should be done. But, I like that khol has no portal. I like having very isolated places on the server. There is a different feeling when you have to work to get somewhere, and work to get out of there. I think that making every dungeon able to be dipped into and dipped out of is probably best for everyone in terms of gameplay, but a bummer in terms of neatness. I mean, have you ever choked your enemy to death over those cliffs? Abandoned someone out there after robbing them of their lense?
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Re: Kholigen needs a portal at the end of it
Isolated is fine but when you need a DM to get out of there then it's a problem.
KriegEternal wrote:Their really missing mords and some minor flavor things.
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Re: Kholigen needs a portal at the end of it
I am 110% with you on this one dude. Having been choked to death by an enemy over those cliffs, I cannot recommend it highly enough.Curve wrote: Sun Jul 11, 2021 11:40 pm So, I understand what I am about to say is not really the way things are done, or should be done. But, I like that khol has no portal. I like having very isolated places on the server. There is a different feeling when you have to work to get somewhere, and work to get out of there. I think that making every dungeon able to be dipped into and dipped out of is probably best for everyone in terms of gameplay, but a bummer in terms of neatness. I mean, have you ever choked your enemy to death over those cliffs? Abandoned someone out there after robbing them of their lense?
Game design standpoint... Not so great. A simple portal probably doesn't do that dungeon enough credit, I'm going to be pondering an alternative that's more appropriate to the place without just being an effortless insta-escape.
Done.
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Re: Kholigen needs a portal at the end of it
Transporter to Dis.Batrachophrenoboocosmomachia wrote: Mon Jul 12, 2021 1:33 am Game design standpoint... Not so great. A simple portal probably doesn't do that dungeon enough credit, I'm going to be pondering an alternative that's more appropriate to the place without just being an effortless insta-escape.
KriegEternal wrote:Their really missing mords and some minor flavor things.
Re: Kholigen needs a portal at the end of it
So.... while I openly love the idea of a person being marooned (we need more of this) I certainly understand the possibilities of frustration. In lieu of a free pass off the island, I've often thought that the existing script for "Jump Overboard" on ships could be used as a means to attempt to "Swim to shore" etc.. In this case, the island is just north of Arelith - don't get me wrong, it's probably swimming the English channel.... but.... if you are desperate.
Otherwise, I can still appreciate all the other points made.
Otherwise, I can still appreciate all the other points made.

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