"Pets" and various Henchman based creatures coming soon.
Aug 2, 2019 11:02:49 GMT -5
Snubletraad likes this
Post by kalbaern on Aug 2, 2019 11:02:49 GMT -5
Yes, folks are often asking for "pets" or "pack animals" or other various things. I've finally had a little time this summer to work on them. These creatures will begin trickling into the module a little at a time from here on. Where they can be found either for sale or as some type of "reward" won't likely be announced however. These creatures will act as "henchman" so that they will not count against normal summons. We already have a few similar creatures wizards can call forth with spells. The following spells all call a "henchman" type creature: Unseen Servant, Dancing Lights and Tenser's Floating Disk. Our module allows up to three (3) total henchman per character to be controlled. That limit will remain and will be important for wizards to remember as the three mentioned spells all add a henchman already.
Description found on various tokens:
This item will create a creature that responds as a henchman. Players may have up to three henchmen active at any given time here. Attempts to add four or more henchmen NPCs to a player's control will result in the fourth and subsequent summoned henchman being destroyed.
- Some spells produce a henchman that is "summoned" here and count towards the 3 maximum henchman limit. "Dancing Lights", "Unseen Servant" and "Tenser's Floating Disk" all create a type of henchman.
- Henchman that are killed are unrecoverable.
- Henchman that are dismissed via their conversations will return their tokens to their owner's inventory.
- Henchmen booted by their owner from the party will self destruct and their token will be lost.
- If you are prone to having your game crash or lock up, using henchman of any type is not recommended.
- Token based henchmen that are recovered as loot can be traded and used by anyone. Henchman found in specialty stores with restricted access (Guild Merchants or Specialty Racial or Deity Merchants) may not be given away, traded or sold to others. If you cannot buy them with your character, then they are banned for your character's use.
- Tokens found for sale will be undroppable by their buyer. This helps prevent "gifting" of them to other characters excluded from their use or unable to find or buy them on their own.
- Tokens found as Loot will be transferable up until activated. Whoever first activates the token will become it's permanent owner.
- Some creatures will be restricted by race, alignments, class and even gender. Some may have more than one requirement to be met. IE ... only a Non-Evil Elf/Half-Elf will be able to own a "cooshie".
- While the creatures being added provide mostly role playing enhancements, they can be used in fights as well. It's up to each player to determine the risks of having the creatures in hostile areas and combat situations. Ambush spawns and horde encounters here could make keeping these new creatures safe a challenge. As the saying goes ..."caveat emptor".
- Eventually, some creatures will be able to be used as pack animals. These are still being developed though. Pack creatures will not be able to fight back and will simply follow their owners. Think of them as furred (or scaled ... who knows yet?) Tenser's Floating Disks.
- When time allows, I'll add an option to the IG crafting menu so folk can give their creatures unique names.
While some have asked in the past, No ... I'll not be adding "henchmen" that players can "hire" and use to explore and quest with. I know that at lower levels, this might seem to be a good thing, but we already have lots of other small things to help out new characters. XP for Exploration, XP for Fishing, the ability to convert caught fish into meals with healing attributes and all the herbs, berries and fruits one can gather that help heal wounds.
-kalbaern-
Description found on various tokens:
This item will create a creature that responds as a henchman. Players may have up to three henchmen active at any given time here. Attempts to add four or more henchmen NPCs to a player's control will result in the fourth and subsequent summoned henchman being destroyed.
- Some spells produce a henchman that is "summoned" here and count towards the 3 maximum henchman limit. "Dancing Lights", "Unseen Servant" and "Tenser's Floating Disk" all create a type of henchman.
- Henchman that are killed are unrecoverable.
- Henchman that are dismissed via their conversations will return their tokens to their owner's inventory.
- Henchmen booted by their owner from the party will self destruct and their token will be lost.
- If you are prone to having your game crash or lock up, using henchman of any type is not recommended.
- Token based henchmen that are recovered as loot can be traded and used by anyone. Henchman found in specialty stores with restricted access (Guild Merchants or Specialty Racial or Deity Merchants) may not be given away, traded or sold to others. If you cannot buy them with your character, then they are banned for your character's use.
- Tokens found for sale will be undroppable by their buyer. This helps prevent "gifting" of them to other characters excluded from their use or unable to find or buy them on their own.
- Tokens found as Loot will be transferable up until activated. Whoever first activates the token will become it's permanent owner.
- Some creatures will be restricted by race, alignments, class and even gender. Some may have more than one requirement to be met. IE ... only a Non-Evil Elf/Half-Elf will be able to own a "cooshie".
- While the creatures being added provide mostly role playing enhancements, they can be used in fights as well. It's up to each player to determine the risks of having the creatures in hostile areas and combat situations. Ambush spawns and horde encounters here could make keeping these new creatures safe a challenge. As the saying goes ..."caveat emptor".
- Eventually, some creatures will be able to be used as pack animals. These are still being developed though. Pack creatures will not be able to fight back and will simply follow their owners. Think of them as furred (or scaled ... who knows yet?) Tenser's Floating Disks.
- When time allows, I'll add an option to the IG crafting menu so folk can give their creatures unique names.
While some have asked in the past, No ... I'll not be adding "henchmen" that players can "hire" and use to explore and quest with. I know that at lower levels, this might seem to be a good thing, but we already have lots of other small things to help out new characters. XP for Exploration, XP for Fishing, the ability to convert caught fish into meals with healing attributes and all the herbs, berries and fruits one can gather that help heal wounds.
-kalbaern-