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The Ghostfence rp: Discussion and Planning #1 |
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Lythyum |
Jan 2 2009, 07:51 PM
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Retainer
Joined: 23-December 08
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I like Olen's idea of being hit by an ash storm. Ash brings the ash monsters... we could make that a bit like the Mist.
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jack cloudy |
Jan 2 2009, 08:28 PM
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Master
Joined: 11-February 06
From: In a cold place.
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Umm, the Foyada thingie. That's down past the Legion fort (Moonmoth?) south of Balmora, then turn left into the canyon, right? I think I'm going to load up the game and see if I can get to Ghostgate that way without any excessive levitation.
Also, I remember there being a Daedric ruin along the way, though I think that was pretty far along the route. Or maybe that was from a different path. It could make for some good tension though. Ash storm hits, the caravan hides in a Daedric Ruin, then finds out there are cultists. Cue diplomacy/panic/fighting. Or maybe not. Daedric ruins aren't exactly the kind of thing you would explore while at low levels. (Though on the other hand, we're not doing solo and game mechanics don't apply that much)
Of course, if we meet ash creatures in the storm, that would lead to some big drama as well. Cause weren't those supposed to be restricted to the Red Mountain region? (Even without the Ghostfence, I don't think Dagoth Ur's forces were spread out that far into Vvardenfell, excluding the occasional hide-out.) That would definitely stop some people from thinking it will be an easy trip.
Anyway, I'm going scouting now. See ya all later.
Edit: That went faster than expected. Although, I guess that speed 110 plus not stopping to get Cliffracers off my back helped a lot. Anyway, the foyada (turn left after passing Fort Moonmoth) goes practically straight to Ghostgate, without any paths branching off. At least, no paths that I saw. I went all the way with an Ash storm so my vision wasn't exactly perfect.
Anyway, while the path is straight, it is absolutely littered with rocks that require constant weaving. Even two Guars (without handlers) side by side will have difficulty navigating that, so I suggest that the caravan moves in a line of one Guar+handler wide. The path finally becomes clear of boulders about twenty seconds (at full dash) before Ghostgate itself becomes visible. There you could have three guars+handlers side to side with room to spare. But I suggest that maybe the clear area is the construction camp?
Also, just before the half-way mark, you run into a Daedric Ruin you practically have to go through. It's right in the middle of the path and blocks it pretty much completely. (Also, I got ambushed by 2 Dremora and 1 Flame Atronach hiding among the buildings. Just so you know) The entrance is at the top of a tower and requires two stairs to be navigated, with a hairpin-turn inbetween. While it might be possible for Guars to get up there, I don't think it would be easy, especially during an Ash storm. Even moreso if you don't know where the entrance is. (I spent a good three minutes running around looking for it) As for whether or not it is inhabited, I'll leave that up to you.
This post has been edited by jack cloudy: Jan 2 2009, 09:00 PM
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Fabulous hairneedle attack! I'm gonna be bald before I hit twenty.
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bbqplatypus |
Jan 2 2009, 10:04 PM
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Finder
Joined: 12-July 08
From: The Double Deuce
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Well, it might be wider than that - remember that the in-game map is not to scale. If it were, Vvardenfell would be only about ten square miles big. 'Course, we could always take the long way 'round through Ald'ruhn. Or we could take a shortcut through the mountains. I have an idea as to how we might do that - it involves a pre-existing tunnel built by prospectors near what will soon be the Abaelun Diamond Mine (with the rationale being that it will enable travel to a certain future city that will soon be in between Balmora and Ald'ruhn). But that might be a bit too contrived. Besides, the more trouble we have getting there, the more fun it is. This post has been edited by bbqplatypus: Jan 2 2009, 10:15 PM
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jack cloudy |
Jan 3 2009, 05:00 PM
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Master
Joined: 11-February 06
From: In a cold place.
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I took a quick look in the shrine when I was there but encountered Dunmer, not Orcs. Of course, that's during Nerevarine-Morrowind, not Ghostfence-construction Morrowind.
For the hiking discussion, I have no experience so I'll let you folks figure it out. But I would like to add that Eno has a crippled leg. Even though he walks without a stick, he can't keep up if people do any forced marching or stuff.
As for this being the first caravan, it obviously isn't. The first one would (in my opinion) be entirely temple-controlled and carry only construction materials, workers and some supplies. There would be no civilians signing up and going for their own reasons like with our caravan. That also means there will be a camp waiting for us when we arrive.
As for the wideness of the foyada. I would have liked the cramped weaving between rocks myself, but if the caravan is a regular occurence, there might have been attempts at removing the rocks to widen the path. Perhaps not all the way, but at least the stretch travelled during the first day? Of course, since the map is not to scale, we could say that geographic features like the foyada are actually much larger (wider+deeper) and there is enough room to walk side-by-side even with rocks. (oh boy, now I get the Grand Canyon in mind!)
Oh, and the Daedric ruin should have been cleared out by force now that I think of it. No one in his right mind would send regular caravans along a route which has a point prominently marked on the map as 'ambush'. Heck it might even have turned into a half-way camp under supervision of the Temple/Houses, featuring an improvised stable to rest the Guars and enjoy shelter indoors!
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Fabulous hairneedle attack! I'm gonna be bald before I hit twenty.
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