Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
#790654 17/09/21 06:34 PM
Joined: Feb 2021
GM4Him Offline OP
veteran
OP Offline
veteran
Joined: Feb 2021
What do you think of this suggestion for making sense of the Secret Tunnels in the Emerald Grove along with their statues and oil spills:

The secret tunnels were there when the grove was founded. The area where you find the key is a sanctuary; a place of power to Silvanus. Druids would go there to connect with him more, and it is a place of healing; a quiet little spot. The rest of the secret tunnels was a nexus for druids, in the beginning. They could maneuver from the heart of the grove to the forest outside to the caverns and the waterfall entrance relatively easily and quickly through those tunnels. And so, it made the lives of the druids back then easier.

Then the conflict with the Dark Justiciars happened, and the druid leaders realized just how much of a risk the tunnels were. If an enemy came in through there, they could easily overrun every area of the grove in moments.

So the leaders first created the secret doors and hid them behind growth and vines. The doors were then imbued with magic runes. Only those who knew the Animal Friendship spell could pass. Thus, you would have to be a friend of nature to be able to enter the secret passages at all. The stones would not roll away unless someone knew the Animal Friendship spell. This would limit the tunnels to only druids and rangers and such.

But, shadow druids could still get in. So could evil rangers and such. So, the leaders crafted the animal guardian statues, and they placed them along every path within the tunnels. They imbued these statues with the Moonbeam spell which would shoot moonbeams out of the eyes of the statue, blasting enemies with the radiant light that would set them on fire with ghostly flames. (Moonbeam makes way more sense for druids than fire bolts.) Shapechangers, like shadow druids, would be even weaker to these, for they would get disadvantage on resisting the radiant damage. They would also be instantly changed back to original form the first time they were hit.

In order to allow allies through, the druids then made it so regular animals were fine, and so that anyone wearing a Circlet of Nature could pass. These circlets were special to the Emerald Grove. So, any druid of the grove could walk freely in the tunnels without the statues harming them. Any non-animals without a circlet would activate the traps, and so the tunnels became a place where only select druids of the grove were allowed to go; only those granted circlets like Nettie and Findel.

But, then the druid leaders reasoned that if a large enough army found the secret entrance, the statues wouldn't be enough. Therefore, in the dark passages they purposely spilled oil along the main paths, so that if enemies in large numbers came down there, they could be set on fire more easily.

So, what does all this mean mechanically?

1. Statues shoot moonbeams instead of fire bolts.
2. Statues can't be destroyed by arrows or even hacked up with swords.
3. You can't even get into the secret tunnels unless you have a Circlet of Nature or are able to cast Animal Friendship, making the area more of a reward for nature lovers or thieves/murderers who get their hands on one of the circlets.
4. Statues don't harm characters and any allies/enemies within 200 feet of the one wearing the Circlet of Nature.
5. Animals and familiars can move past the statues without getting harmed at all. Ever. This makes familiars and animal companions even more valuable as scouts and such.
6. Statues can be disarmed via the Dispell Magic spell. That's what the spell is for, after all, to dispel traps like this. It still works with the defenses because only IF you have a spellcaster with Dispel Magic and only IF you have a spellcaster with you with Animal Friendship, and only IF you weren't caught off guard by the statues, would you be able to use Dispel Magic on a statue. And then, even then, you might only be able to use Dispel Magic on like one or two of them; certainly not on all.
7. You can't just sneak past the statues. That's dumb. What good are these guardian statues if you can sneak past them? What invading enemy is going to NOT be sneaking when they are entering their enemy's domain?
8. Statues don't set off oil spills and blow you to kingdom come.
9. The key to the chest isn't on some dead guy across that jump down in that alcove. The key is either on Findel or in some hidden nook where the druids hid it.
10. That alcove is a sanctuary to Silvanus which maybe gives some bonuses to Nature, Healing spells, etc. for the remainder of the day. Can be used once a day, thus making the secret tunnels a rewarding area to unlock.
11. The Storage Area in the tunnels is clearly only a temporary storage area, and not meant to be a permanent one, like it seems to be currently. The chest can't even be moved with the staff inside right now. It's like bolted to the floor. So maybe Findel can explain that the "storage area" is only there because the druids are trying to hide some of the best of their things from the tieflings in a place the tieflings can't even go. They're doing this because the tieflings are taking all their stuff; especially the little kids who have formed their own criminal thieving ring.
12. Throw in a bit of backstory with some sort of documents you can find about the secret tunnels describing the things I did above, and we're golden here. The secret tunnels would make more sense, provide players with a challenge and several options to get into them and through them, the traps would use druid magic, they wouldn't be able to be destroyed BY ARROWS, and players would get a good reward if they can figure out how to maneuver through there without dying (meaning they could get the Silvanus sanctuary buff for their party.)

Joined: Aug 2021
A
enthusiast
Offline
enthusiast
A
Joined: Aug 2021
It still doesn't really make sense to me. You have this super secret base that isn't very secret nor very hidden, and then you have a tunnel that isn't particularly hidden located with an opening pretty much next to the main entrance. And of course there's a very, very obvious elevator round the back, and said elevator does not lead up to a highly fortified area that nobody could get to.

Mainly, the whole map is just too cramped and the grove is not really fortified in the way I'd have expected from something that is meant to look like a really tough nut to crack. And having that tunnel be just about a straight highway right into the heart of the grove without any real obstruction or defensive elements other than some weird statues that are scattered somewhat randomly is just wrong.

It would be much better if the cave mainly lead to somewhere other than the grove, maybe a disused tempel for this or that god, or maybe some place where shadow druids like hanging out, and then there's an incidental crack in the corner of a room somewhere in the cave that happens to leads to some more tunnels that then connects with the grove. This way the statues are not directly linked to the grove but to whatever is in the back room, which is the main purpose of the cave and tunnels. And this in itself makes everything much less confusing, because if the grove can actually construct these kinds of statues for defense then why didn't they place one or two out front?

Lastly, the idea of having statues do nothing to anything within a hundred feet of a circlet wearer doesn't really make sense, because that way they'd be totally irrelevant the moment an enemy force captures a single druid, and it isn't the druid way to just stay fortified inside a camp forever and ever. Maybe shadow druids would do that, but regular druids probably would not. And it just does not make sense, at least not to me, to construct that kind of super-powerful magic statues and then make it so easy to bypass them.

Joined: Feb 2021
GM4Him Offline OP
veteran
OP Offline
veteran
Joined: Feb 2021
Nah. The main point of the tunnels is as an escape route for Sazza. So they need to be linked to the grove.

I just threw a number put there. If 200 feet is too much, maybe 30. Whatever. The point is, wear the circlet, deactivate the statues. Other than that, maybe Dispel magic or, I almost forgot this one, barrels that explode. Now I would believe an exploding barrel could do it, not arrows.

Joined: Oct 2020
Location: Liberec
veteran
Offline
veteran
Joined: Oct 2020
Location: Liberec
Sounds like a lot of trouble to improve one small, for story quite insignificant zone. O_O
And i think nobody will be surprised when i say i like my own idea more. laugh

Also, why not use this topic and repeat it:
Quote
> Instead of Oil Barells you give there roots of some tree ... one of them would be leaking resin ... trap maintained, now fits the whole Druidic wibe.
> *IMPORTANT* Add possibility to turn on/off those statues by click if you are wearing Key to the Ancient !!!
> *Important* Make Findal horrified by what he did!!! After you ressurect him give him some dialogue ... sometig like "Silvanus mercy, i killed him!"
And in there give there some dice roll for calming him and persuating him to tell us what he did there ...
Then make him explain that he was there with his friend, hiding some valuable in natural trap (the resin leaking root) they discovered here ... after they hid it and lock the chest, his friend decided to go hide the key on bottom of that strange rock we see in the middle, so Findal deactivated the statues and he went there ... sudently Goblins came in ... Findal panicked and activated the statues ... and last thing he heared, was his friend agonizing screaming. >:]

Then its entirely on you that if you keep that statues dont attack goblins bcs they are too small to being recognized (but in that case include Sazza, Halflings, Gnomes, and Druids in cat form!) or if you let statues attack them, if they get too close ... wich would mean that Findal activated them too late. (my preffered option) laugh
Well ...
That is it. smile

And now to the topic itself:
(Yes, by using spoiler tag i warned you ... its a little longer than usualy. laugh )

Originally Posted by GM4Him
The area where you find the key is a sanctuary
What key? O_o

Originally Posted by GM4Him
a place of power to Silvanus. Druids would go there to connect with him more
You mean more than in middle of their Grove, where they have statue litteraly radiating his divine power? O_o

Originally Posted by GM4Him
The rest of the secret tunnels was a nexus for druids, in the beginning. They could maneuver from the heart of the grove to the forest outside to the caverns and the waterfall entrance relatively easily and quickly through those tunnels. And so, it made the lives of the druids back then easier.
Yeah ... so they could if they simply walk out the main gate and take few dozen steppes. o_O

Originally Posted by GM4Him
The doors were then imbued with magic runes. Only those who knew the Animal Friendship spell could pass. Thus, you would have to be a friend of nature to be able to enter the secret passages at all. The stones would not roll away unless someone knew the Animal Friendship spell. This would limit the tunnels to only druids and rangers and such.
And Bards, Sorcerers, Wizards, Warlocks ... and pretty much litteraly anyone who have the scroll that can be buyed for few dozen gold and the ability to read it. laugh

Originally Posted by GM4Him
(Moonbeam makes way more sense for druids than fire bolts.)
No it does not ...
This isnt World of Wacraft, DnD druids are pretty familar with fire.
https://roll20.net/compendium/dnd5e/Produce%20Flame?fromList=Produce%20Flame&Name=&Classes%5B%5D=druid&Damage%20Type%5B%5D=fire#content
https://roll20.net/compendium/dnd5e/Flaming%20Sphere#content
https://roll20.net/compendium/dnd5e/Spells:Fire%20Storm/#h-Fire%20Storm
https://roll20.net/compendium/dnd5e/Spells:Wall%20of%20Fire/#h-Wall%20of%20Fire
https://roll20.net/compendium/dnd5e/Heat%20Metal#content

Originally Posted by GM4Him
Shapechangers, like shadow druids, would be even weaker to these, for they would get disadvantage on resisting the radiant damage. They would also be instantly changed back to original form the first time they were hit.
Shadow druids is just name ... they are not made by shadows, so there is no reason why they would be any weaker to radiant damage. :-/

Originally Posted by GM4Him
In order to allow allies through, the druids then made it so regular animals were fine
So any enemy can simply watch a squirel that just revealed secret passage ... brilliant. -_-

Originally Posted by GM4Him
and so that anyone wearing a Circlet of Nature could pass. These circlets were special to the Emerald Grove. So, any druid of the grove could walk freely in the tunnels without the statues harming them.
And since you are talking here about war with dark justicars, those circlets would somehow destroy themselves automaticly when their wearer die, or is defeated in battle i gues? O_o
Bcs otherwise you just locked your door, and hanged keys on the nail that is outside. laugh

Originally Posted by GM4Him
But, then the druid leaders reasoned that if a large enough army found the secret entrance, the statues wouldn't be enough. Therefore, in the dark passages they purposely spilled oil along the main paths, so that if enemies in large numbers came down there, they could be set on fire more easily.
And caused natural catastrophy when the oil soaks to the ground and kills litteraly every plant that is there ... just like oil usualy does. o_O
Those leaders were worse druids i have ever heared about.

Originally Posted by GM4Him
1. Statues shoot moonbeams instead of fire bolts.'
2. Statues can't be destroyed by arrows or even hacked up with swords.
3. You can't even get into the secret tunnels unless you have a Circlet of Nature or are able to cast Animal Friendship, making the area more of a reward for nature lovers or thieves/murderers who get their hands on one of the circlets.
4. Statues don't harm characters and any allies/enemies within 200 feet of the one wearing the Circlet of Nature.
5. Animals and familiars can move past the statues without getting harmed at all. Ever. This makes familiars and animal companions even more valuable as scouts and such.
6. Statues can be disarmed via the Dispell Magic spell. That's what the spell is for, after all, to dispel traps like this. It still works with the defenses because only IF you have a spellcaster with Dispel Magic and only IF you have a spellcaster with you with Animal Friendship, and only IF you weren't caught off guard by the statues, would you be able to use Dispel Magic on a statue. And then, even then, you might only be able to use Dispel Magic on like one or two of them; certainly not on all.
7. You can't just sneak past the statues. That's dumb. What good are these guardian statues if you can sneak past them? What invading enemy is going to NOT be sneaking when they are entering their enemy's domain?
8. Statues don't set off oil spills and blow you to kingdom come.
9. The key to the chest isn't on some dead guy across that jump down in that alcove. The key is either on Findel or in some hidden nook where the druids hid it.
10. That alcove is a sanctuary to Silvanus which maybe gives some bonuses to Nature, Healing spells, etc. for the remainder of the day. Can be used once a day, thus making the secret tunnels a rewarding area to unlock.
11. The Storage Area in the tunnels is clearly only a temporary storage area, and not meant to be a permanent one, like it seems to be currently. The chest can't even be moved with the staff inside right now. It's like bolted to the floor. So maybe Findel can explain that the "storage area" is only there because the druids are trying to hide some of the best of their things from the tieflings in a place the tieflings can't even go. They're doing this because the tieflings are taking all their stuff; especially the little kids who have formed their own criminal thieving ring.
12. Throw in a bit of backstory with some sort of documents you can find about the secret tunnels describing the things I did above, and we're golden here. The secret tunnels would make more sense, provide players with a challenge and several options to get into them and through them, the traps would use druid magic, they wouldn't be able to be destroyed BY ARROWS, and players would get a good reward if they can figure out how to maneuver through there without dying (meaning they could get the Silvanus sanctuary buff for their party.)
1 > Nonsence.

2 > This i actualy like, its really odd that stone statue can be destroyed by bunch of arrows. O_o

3 > So all those changes and lore Larian would create for this zone, would stay hidden for most people? o_O (Yeah, you guessed it ... nonsence)

4 > This is the worse idea in whole topic ... 200 feet is simply too much ... imagine that some druid was chased by enemy, and seek refugee in this tunel ... now he have to somehow get 60m ahead of his enemies so traps even activate laugh and if he dont, he just helped enemies to get past all security this grove have. laugh
If there should be some "Save distance aura" it should not be more than 3m radius.

5 > [sarcasm] I actualy like this idea ... you get inside the passage, you spot the statue, you are not sure if that is safe to proceed, so you send your familiar to scout ahead ... seeing he proceeded unharmed you go there too ... and you are reduced to cinders and ash imediatly. laugh Brilliant! laugh [/sarcasm]
Seriously tho, no ... this isnt even nonsence, its regular bullshit ... if you want to create secret passage, you dont want animals to spoil its locations, and if you dont want animals to get harmed by your traps there, you simply try to create it so dont allow them to enter.

6 > I like this idea, seriously ... im not quite sure if dispel magic would be strong enough to disarm them permanently, but lets say "until the long rest" sounds quite fine to me ... statues would need to be glowing all the time tho, so players can clearly see if they are or are not deactivated ... and i would certainly allow player to deactivate them all (one by one ofcourse) ... if someone wish to waste all his spellslots for such action, he should be allowed. laugh

7 > Agreed ... i mean i would not see it as such horrible idea, since many (not all tho) security asets we are actualy using in real world are set to ignore everything under area of belt. So personaly i would say that this needs to be unified ... either ignore everything under certain high, or attack everything no matter the high ... but in general why not ... this is good suggestion.

8 > Im affraid in that case those oil splits loose their main purpose ... unless there is allways some guarding druid with prepared firespell. laugh

9 > OH that key. laugh Yeah, i would not mind if Findel have the key ... but i still believe mine version is better. :P

10 > Again ... you mean more sacred than middle of the grove, that is litteraly looking like some temple, with statue that is also litteraly radiating divine power from Silvanus himself? O_o
I mean ... if we look past this, some well with magicaly infused water, altar or long forget statue would be nice ... but "sacred tunel"? :-/ That sounds odd.

11 > This one i like, but i dont think Findel needs to explain it so complexly ... they are just hiding things here ... nothing more needs to be said.

12 > Funny you mind paper in Blighted Willage that somehow survived for 100years ... and now you want to throw in some documents that will provide backstory for this. Is that some "sacret cave of exceptional paper preservation"? laugh
Nah, sory ... this place works better as something most dont even know about, and some allready forgot.

Last edited by RagnarokCzD; 18/09/21 08:23 AM.

I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown
Joined: Aug 2021
A
enthusiast
Offline
enthusiast
A
Joined: Aug 2021
Originally Posted by GM4Him
Nah. The main point of the tunnels is as an escape route for Sazza. So they need to be linked to the grove.

I just threw a number put there. If 200 feet is too much, maybe 30. Whatever. The point is, wear the circlet, deactivate the statues. Other than that, maybe Dispel magic or, I almost forgot this one, barrels that explode. Now I would believe an exploding barrel could do it, not arrows.

I didn't suggest that there's no link between the tunnels and the grove, just merely that it isn't the sole purpose of the tunnels to be an extremely obvious and easy to spot highway into the back of the somewhat fortified druid grove.

And again, having those murder statues be grove-aligned is a problem in itself, because who in their right mind would stack that much static defense at a "hidden" back entrance and then put nothing at the front entrance where there's a much greater risk of being attacked?

Destroying the statues with barrelmancy, sure, that part makes sense, except we've now gone through ridiculous lengths to do away with the barrel collection and shananigans. Obviously stone statues should be very resistant to arrows and piercing and such, but regular force and blunt damage should work. How about RP approaches, though? They are statues and they're not attacking dead things, so why not simply have ways to block their line of sight?


Link Copied to Clipboard
Powered by UBB.threads™ PHP Forum Software 7.7.5