Town defense systems: Difference between revisions

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==Town Systems==
==Town Systems==
===Wehnimer's Landing===
===Wehnimer's Landing===
* Ballista Towers
* Ballista Towers - ''Locations''
** At the North Gate:

*** East Tower - go east tower, go steps, go steps
''Locations''
*** West Tower - go west tower, up, up
'''At the North Gate:'''
** At the West Gate:'''
* East Tower - go east tower, go steps, go steps
* West Tower - up, up
*** Tower - climb ladder
** Mobile Towers - ''There are four mobile towers located around Wehnimer's Landing and the environs. These towers were constructed using donations from several of the [[Co-operative Houses of Elanthia]].''
'''At the West Gate:'''
*** The mobile towers have four ballista rooms at the cardinal directions, which contain windows for firing ranged and bolt attacks through, and an oil vat room in the center.
* Tower - climb ladder
*** To move a tower to a new location, you must TURN it to point it in the right direction, and then PUSH it.
'''Mobile Towers''' - ''There are four mobile towers located around Wehnimer's Landing and the environs. These towers were constructed using donations from several of the [[Co-operative Houses of Elanthia]].''
* To move a tower to a new location, you must TURN it to point it in the right direction, and then PUSH it.
<pre{{log2}}>
<pre{{log2}}>
>l tower
>l tower

Revision as of 10:50, 17 September 2017

Several towns have a variety of mechanical systems designed to facilitate defending the town from Invasions. They are geared toward helping lower level characters participate more safely during invasions. Some are accessible all the time, while others must be manually activated by GMs.

Types of Systems

Ballistae

Operational Instructions

LOOK BALLISTA to see the ballista's status. PEER BALLISTA to see what its aiming at (and to see if there's anything to fire it at). TURN BALLISTA to move it toward a different window (to PEER anew). If its not loaded, GET a log and LOAD BALLISTA, then PULL BALLISTA, then FIRE BALLISTA. There is considerable roundtime associating with GET and PULL; it is helpful to work in teams.

The ballista is not loaded with anything and appears to be untaut and not ready to fire.

XXXX hefts one of the logs up and loads it into the light ballista.

The ballista looks to be loaded with a large sharpened log and appears to be untaut and not ready to fire.

The ballista looks to be loaded with a large sharpened log and appears to be drawn taut and ready to fire.

XXXX fires the ballista and a huge arrow arcs off into the distance!

You watch as the huge arrow descends towards the ground far away and savagely impales a straw-stuffed dummy!

Windows and Railings

Certain places and areas contain windows or other portals through which characters can fire arrows or bolt spells. These are usually safe areas from which lower level characters can participate in invasion defense.

Operational instructions

PEER through the window to see if there are creatures below. If using a ranged weapon, FIRE WINDOW. If using a bolt spell, prep your spell and CAST WINDOW. Use caution, as it is possible to strike friendly characters.

Oil Vats

The mobile ballista towers are equipped with hot oil vats that can be filled with oil, which is then spilled on enemies below. It is important to be cautious with this because the oil will injure friendly characters.

Operational instructions

Using the oil vats requires oil, which can be found in the Kobold Mines. One pour of the vat requires 20 flasks of oil. POUR the oil into the vat. Once it is full, TURN the vat to spill the oil below.

>pour oil in vat
You pour a bit from your flask of oil into the lion-embossed vat, where it begins to bubble and froth in a viscous, splurging dance.

The lion-embossed vat appears to be completely full.
That was the last drop.

>turn vat
You begin to tilt the vat over and the boiling oil within begins to churn and heave!
>
The large vat of bubbling oil begins to slowly creak on its massive hinges and tilt to the side.
>
You glance nervously at a silver lion-embossed vat.
>
The large vat of bubbling oil continues to turn sideways, the viscous liquid sloshing with a steaming bubbling sound.
>
The large vat of bubbling oil is just a few heartbeats away from delivering its fatal shower onto those below!
>
The vat spills out its vile bubbling broth below in a steaming torrent of blackness!

Pylons

Pylons are magical cannons that are infused with mana and fire powerful bolts of energy over long distances. They can be used to attack airborne and waterborne targets. Pylons must be activated by a GM in order to be used by player characters.

Operational Instructions

The pylons must be charged with mana in order to fire. Working with a large group of people, INFUSE the pylon until it doesn't take any more charges. PULL the pylon to aim it. PUSH the pylon to fire it.

J>infuse pyl
You place your hands on the glowing blue-white pylon, close your eyes and concentrate...  The pylon seems to glow dimly.
Roundtime: 10 sec.

XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  The pylon seems to glow dimly

XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  Nothing happens.

XXXX places her hands on the levers of the blue-white pylon and pulls.  Straining, she manages to tilt the pylon up, and it clicks into place.

XXXX steadies the glowing blue-white pylon and fires!  The bolt of energy soars through the sky, slamming into the side of a huge incarnadine chimera!  A HIT!

Log Traps

Log traps are hidden traps that can be set in certain forests. They consist of spiked logs hoisted into the trees which are tripped by passing creatures. Low level creatures will not trigger the traps.

Operational instructions

Using a handaxe, CUT an appropriate log into a spiked and pointed log. Holding an appropriate rope in your left hand, and the cut log in your right hand, and standing in an appropriate room, RAISE the log. Rangers have the ability to SENSE whether a room is capable of having a log trap set in it.

You tie your length of rope around a spiked and sharpened wooden log, then hoist it upwards, making sure to tie off the rope lightly and spread it across the ground so that any unwary creatures will trip over it and trigger your trap!
Roundtime: 60 sec.

(A minute later, a no good goblin wanders in…)

A spiked and sharpened wooden log suddenly whooshes from overhead in a deadly arc and a goblin is struck!
... 30 points of damage!
Deft strike to the back cracks vertebrae!
It is knocked to the ground!
The goblin is stunned!

The goblin is slammed northwest! The log shatters into a shower of splinters and is completely destroyed!

Rooftops

Rooftops in certain towns can be accessed and used for lower level characters to stay above the fray and use ranged weapons or Bolt spells.

Crystal Towers

Magical cannons. Must be activated by a GM in order to be used by player characters.

Militia Activation

Some towns allow players to activate local NPC forces during invasions. Use of these tools is strictly monitored for abuse.

Town Systems

Wehnimer's Landing

  • Ballista Towers - Locations
    • At the North Gate:
      • East Tower - go east tower, go steps, go steps
      • West Tower - go west tower, up, up
    • At the West Gate:
      • Tower - climb ladder
    • Mobile Towers - There are four mobile towers located around Wehnimer's Landing and the environs. These towers were constructed using donations from several of the Co-operative Houses of Elanthia.
      • The mobile towers have four ballista rooms at the cardinal directions, which contain windows for firing ranged and bolt attacks through, and an oil vat room in the center.
      • To move a tower to a new location, you must TURN it to point it in the right direction, and then PUSH it.
>l tower
The tower currently appears to be situated to move toward the west.

>turn tower north
You heave your weight against one of the large spokes on the circular border of the base of the tower, and with the creaking of many gears and ancient wood, the massive wheels begin to turn to the north.
Roundtime: 30 secs.

The wheels of the tower slowly complete their rotation and it appears to be stable enough to push forward.

>push tower
You push against the tower, heaving with all your might!
Roundtime: 25 secs.

>push tower
You push against the tower, heaving with all your might!

The tower's mighty wheels begin to turn and it slowly rumbles north!
Roundtime: 25 secs.
  • Pylons - Locations:
    • The middle dock
    • Other places?
  • Oil vats - Locations:
    • Mobile towers
  • Log traps - Locations:
    • Most rooms in Lower Dragonsclaw forest west of the town. Rangers can SENSE to determine specific room capability.
      • Appropriate ropes can be purchased from the general store, and appropriate logs are in the backroom catalog
  • Rooftops - Locations:
    • The rooftops are accessed through a trapdoor at the end of the upstairs hallway in the Raging Thrak Inn.
  • Militia activation (TOUCH to activate)- Locations:
    • Ballista room of the West Gate Tower
[Land Tower West, Roof]
A small overhang on the south side of the tower provides the on-duty guards with some shelter from the elements.  From there, you can see the roofs of the town buildings to the south and southeast.  Directly south, you can see a large open square among the buildings.  Your view east is blocked by another guard tower.  To the north, you can see the road that leads to the main gate of Wehnimer's and beyond it, to the shoreline.  A large amber-tinted orb is set into a curved steel-bound glass shell.  You also see a notched slitted window, a notched slitted window, a notched slitted window, a pile of white ora-tipped sharpened logs, a large ballista, a wooden ladder, a maoral cabinet, a grey-striped violet sack embroidered with the Mist Harbor seal and a long sturdy rope.
Obvious paths: none

>l orb
The large orb's surface holds a light amber hue, while periodically a flash of reddish-orange light flickers from within.  The orb itself is set into the bend of a curved steel-bound glass shell that has been bolted into the floor and positioned safely away from the rooftop's overhang.  A small indentation is visible on the front of the steel bindings, next to a tiny plaque that reads, "Push only in Crisis."


XXXX leans forward and presses something near the steel-bound glass shell, and a flash of light flickers from within a ginger-tinted orb.  Suddenly a fiery orange light erupts harmlessly from the orb and soars into the sky high above the tower before exploding into a massive burst of searing light.  The radiant glow lingers in the air for a few moments before fading away.

High above Wehnimer's Landing a burst of fiery-orange light erupts in the sky, radiating outward and shining with intensity.  The searing glow lingers in the air for a few moments before fading away.  Suddenly militiamen take to the streets, rushing off in different directions as orders are shouted out amongst them.

Ta'Vaalor

  • Ballistae


Ta'Illistim

  • Crystal towers

Icemule

  • Rooftops
  • Ballistae


Teras Isle

  • Militia activation?


See also

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