Rolan

<Flask> Ulf Stonepate's page

124 posts. Alias of Rochefort.



Goblin Squad Member

I had an item queued with about an hour left as I left town. Later I noticed I had not received notification that it was completed, and it was not in my inventory, vault, or crafting queue.

Do items that don't even exist yet disappear when you get killed, or is there a new crafting glitch?

Goblin Squad Member

Since Toolkits and Hold-outs already exist, can we hope to see Commoner and Expert expendables soon? Or a feat progression leading to Commoner 7 (perhaps even a more specific "Miner 7")?

What constitutes an expendable for these classes? Since those are by definition combat actions, it has to be something that that takes place in battle even though these are not combat classes. I'm thinking of stuff like:

Appraise - a ranged action which has no effect on the actual combat, but improves loot drops for the targeted mob if it is defeated. This represents the Commoner hanging back in battle but observing the mob's stash of equipment. It makes having a Commoner in your party more attractive (important if the party limit remains 6)

Flee - Much like a charge, but away from the mob. It would have a longer range, but leave the character flat-footed at the end and would not end with an attack.

Play Dead (I still want to call it "Possum") - Knockdown on self, and mobs lose targeting on the character. Obviously, if there is no other target nearby, there's nothing preventing the mobs from reacquiring the target once the effect ends, but if you've dragged them from their starting point, they may return home.

Goblin Squad Member

A while back in a Dwarven mine most of you won't have heard of, some forward-thinking compatriots and I attempted to bring about some necessary changes in the leadership of our community. We fought honorably and well, but in the end, we were unsuccessful. Exiled for rebellion and sedition, I wandered the surface until I met Virgil Firecask at a horrible little tavern serving horrible beer. Overhearing our griping, some nameless stranger said to Virgil the words fatal to Caydenites everywhere - "I dare you to do better". His fate was thus sealed. I follow Milani - I could've backed out - but the company of Dwarves is hard to find in the River Kingdoms, especially for one such as myself these days, so I'm bound to this endeavor as well. Besides, a good tavern needs a good farrier, and there's a market in these parts for good arms and armor.

This will only be a company in terms of game mechanics. There's no real reason we would need to form anything like a military command structure, or even have a company name. We are likely to ultimately form or join a trade association in order to help coordinate the bulk commodity needs of the settlement. As a company, we will be able to control a POI. I intend to make a crafting facility dedicated to eventually producing top tier arms and armor.

I'm looking for people who want to play crafters and gatherers. Our responsibility to the community will be to make sure the Bulk Ore requirements are met. We may also handle Bulk Stone depending on game mechanics. I foresee frequent trips to the crater to gather resources, with escort by members of one of our more combat-oriented sibling companies. To that end, I'm looking for Experts and Commoners for the most part. Depending on how crafting skills get apportioned, I will expect all members to be able to assist in obtaining Bulk Ore from appropriate resource nodes (presumably by helping maintain an outpost), and to enhance our overall ability to produce marketable goods.

Affiliation: Tavernhold
Alignments: Game mechanics seem to force CG, CN, and NG. I am not personally opposed to other alignments joining if possible, but I will not endanger the reputation of the settlement by retaining known criminals.
Classes: Expert, Commoner - others case by case provided they are able to participate in our primary purpose

As a guild of crafters, we are naturally non-aggressive in the traditional sense, although we will use economic forces to further our goals. Therefore, this company will be signatory to the Roseblood Accord with the following provisions:
1) We are a company, not a settlement. We are therefore not sovereign and will not act against the interests of Tavernhold.
2) We cannot determine how other players define their success. Our purpose is to maintain the economic independence of our settlement. This purpose will serve as our compass when "mutual success" is an issue.

To sign up, Join Tavernhold. We'll assign company affiliations within our forums.