Eleven Tombs

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Anguin
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Eleven Tombs

Post by Anguin » Thu May 02, 2013 11:18 pm

I picked up a gem lying on the floor of a shop in Berdusk. (I forgot to log this - sorry). I immediately got a message that angry undead were beginning to stir because I had violated the tomb. This message appeared in my qlog:

You have angered the dead of the Eleven Tombs by stealing from them.

Of course, I haven't even been to the Eleven Tombs yet. I had no idea what the discarded gem was. The gem in question should probably only activate if it is actually stolen from the tombs.
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Harroghty
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Re: Eleven Tombs

Post by Harroghty » Fri May 03, 2013 9:17 pm

I don't know. Maybe.

That's pretty standard fare from media though: you picked up an accursed object and incur the wrath of the lost pharaoh Bubba-Hotep.
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Re: Eleven Tombs

Post by Nylo » Fri May 03, 2013 11:07 pm

I don't watch much of that genre, but a tracer spell that would work out of the immediate area would need a decently powerful caster, I'd think. None of the mobs I've seen there are casters, so unless there actually is a secret lich-pharoah Bubba-Hotep, I think it'd make sense to limit it to the area. That said, I would totally support adding Bubba-Hotep.
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Re: Eleven Tombs

Post by Hrosskell » Sat May 04, 2013 2:40 am

In the end, though, does the spell eminate from the object or the area? It seems to me like the breakdown would go something like this: PC grabs object, object bestows curse, area reacts to subtle curse placed on PC. The IC wording doesn't reflect that, though, so something--the flavor text or the function--needs a small amendment imo.
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Re: Eleven Tombs

Post by Nylo » Sat May 04, 2013 5:56 am

I'm not an expert on magical lore, but besides the tracer spell, the other sort I can think of would be one that woke the undead and acted as a beacon as long as the person held it. Mummies hate the living, so that's all the compulsion they'd need. A wizard could bind spells of detect magic or detect living into mummies he created, giving them a way to locate the intruder. An item could be cursed so you can't drop it, but I think you'd need an active caster to bind a curse to a specific person.
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Alitar
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Re: Eleven Tombs

Post by Alitar » Sat May 04, 2013 7:38 pm

From my reading/viewing in this genre, the curse follows the item. "Oh, you have Blackbeard's gold? Wonderful! That can't go ba-OH GOD WHERE DID THAT COME FROM? Hey.... free gold. I'll just take this and be on my w-"
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Re: Eleven Tombs

Post by Gwain » Sun May 05, 2013 1:07 am

Alitar wrote:From my reading/viewing in this genre, the curse follows the item. "Oh, you have Blackbeard's gold? Wonderful! That can't go ba-OH GOD WHERE DID THAT COME FROM? Hey.... free gold. I'll just take this and be on my w-"
More or less that's how I usually understand a curse from beyond or the grave to work. I agree.
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Re: Eleven Tombs

Post by Harroghty » Mon May 06, 2013 2:05 am

I adjusted this object and its bits to respect where you found the object. It won't be perfect of course, but it should be a little better. Thanks for the lively discussion.

Pending copyover to the game port.
"A man may die yet still endure if his work enters the greater work, for time is carried upon a current of forgotten deeds, and events of great moment are but the culmination of a single carefully placed thought." - Chime of Eons
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