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Argentum Regio - City of Dohral

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Description

When NWN was newly released, this module was conceived, planned as one of sixteen interlinked concurrently running modules (this is currently the only module available online - see playnwn.com for details on availability of other modules). At that time, hardware and hosting options being what they were, it was envisioned that about 100-200 Areas per module would be the limit. As the project evolved, and the scripts became very refined and efficient, it was discovered that the stable configuration could be obtained with as many as 500-1000 Areas per module. Since then, our scripts have become even more refined. As of this writing, the core module for the series “City of Dohral” comprises over 1337 Areas, and will likely top-out around 1500 total.

DO NOT LET THE SIZE FOOL YOU, nor should you fear it. There is NO LAG here on the server end, as our modern server is located in a secure data-center with redundant power and Internet connections, it is provisioned with a robust processor, large fast hard drive and sufficient memory. This LINUX machine has experienced as much as a full year between crashes, and the crash this author caused by not properly testing his code (naughty me, I won't do it again).

FINDING OTHER PLAYERS is easy here... the 'beaten trail' or Areas frequented by entering PCs are modest in number, while having so many Areas to explore means your PARTIES don't have to constantly bump into other PARTIES in dungeons – there is plenty of space to explore, all logically assembled. Inns and other restful locations are scattered about the lands in good number and well-trafficked Areas. Resources needed for camping are likewise to be found (most often just off the 'beaten trail') so your PCs can 'live off the land' if you feel it necessary – though this may precipitate its own dangers in your path.

This module includes:

All of the city of Dohral, a port city featuring enough space that a rogue can get properly 'lost in the place' (and a functionally designed sewer), the city is made to 'feel smaller' by means of a Magic Carpet system, and everything is easy to find thanks to the Ghost Guide (located at each Magic Carpet Depot). Space for PLAYER Owned Housing and Shops are still available in the city, and the College of Dohral is available to help get your crafting skills on.

All of Tivook province through which all land access to the city of Dohral must travel, this is home to the Inn (also named for the province) at Tivook Crossing, where the three roads meet; from west to Humfoodale, east to Esrogoth and the Eastern Citadel, and south to the city of Dohral.

All of Esrogoth province like Tivook province, this is split in two by the eastward-flowing Zeethan river. The roadway essentially follows the path of the river although set back from it a considerable distance, it connects Tivook province with the Eastern Citadel where much of the various goods brought into the ports of Dohral are traded with the dwarves for their silver, ale and the craft their kind are known for; armor and melee weapons.

Large portions of the Howling Mountains, most of which dominate regions north of this module are included here, these include the region of the Eastern Citadel, the lake of the same name, and the rough terrain east of Dohral and west of the Illfaw Fen. The dwarves control the mountains and this is the place where their kind trade with those of the world above. The surface is wild and what lay below are secrets the dwarves are keeping.

The northern tip of the Illfaw Fen is the southeast extremity of the module's "main run" (a vast contiguous group of more than 380 Areas). The Illfaw Fen is a dangerous region where many adventurers vanish and rumors of ogres and worse return with those lucky few who return.

The module also features locations including the Isle of Brandolay, Zenisle, Vestalla, Andre Isle, Weglub Isle, several Lost Isles, a few Tidal Flats, numerous inland caves, the Feylands, the Maze and Trolloch (a vast and deadly place).

Suitable for 1st through 40th level characters. The module is of broad scope with NO RAILS so be mindful that your PC or PC group can get in over their heads if they do not behave sensibly (e.g. a party of first levels seeking information about a dragon). Adventures exist here for all levels of PC, solo or in parties of up to ten.

There are a number of features that distinguish this work from others – some of which bear mention here. First among these are the style of mapping; most maps are built to be contiguous in nature, abutting edge-to-edge, where most modules are built in a vignette mapping style. In typical vignette style module building, the builder only builds the 'interesting' parts where particular scenes are planned to occur. In contrast with the vignette style of building, this module, and all related modules, follow a mapping convention that allows for the complete mapping of a region. The DM is then free to make any part of the journey the 'interesting' one, and tension can be built up by having ... nothing happen, at times.

Other features include :

Many enhancements for each character class (rangers can track, scavenge for food, hide in trees, more) - each class has been boosted with minor 'rounding out the class' abilities. Come see why your favorite class is better here!

Flying, swimming, climbing, jumping, swinging, squeezing through tight spaces and more!

We've added over 80 spells, most from the original DND games (mostly version 3.0-3.5 stuff), including WISH, LIVOAK, JUMP, SPIDERCLIMB, FLY, MASS FLY, WATERBREATHING, BLINK, TELEPORT(several), SCRYING, FORCECAGE, MOONRUNES, WALL OF FORCE, WALL OF ICE, WALL OF STONE, DISINTEGRATE, ALARM, POLYMORPH OTHER, and many many more. We add to the spells too on a constant basis, so our game evolves and newly discovered or re-discovered lore enters the game from time-to-time. Spellcaster PCs can actually RESEARCH new spells here. Crafting is deluxe.

Many small adjustments were made to allow some CLASSes, especially WARRIOR classes to command soldiers (not like NPCs but like soldiers). Systems are in place to give FIGHTERS a +1 on any melee weapon equipped. Allowing nature classes to track, find and use hidden trails, scavenge, more. Paladins and others can Detect Evil, spellcasters can Detect Magic, and scry (anyone can detect Scrying - sometimes).

There are other added features such as ROGUE use of windows (open/close/lock/un~/break/peek/listen/enter), theft of placeable objects (think artwork), GRIFTING, EXTORTION, and more. We have smokebombs you can craft too!

Druids and shifters are given additional forms and forms are worth having as they get abilities commensurate to the creature. Examples include wolves scent tracking, felines resting in trees, penguins being exceptional swimmers, and more. Yeah, did I mention we have swimming? Jumping? Climbing? Even filters that limit entry by size, so being a pixie means you can SLIP THRU THE BARS OF A PORTCULLIS OR GRATE.

We have some subraces like Drow, Vampires, Lycanthropes (the latter two are contagious too), and others. We take requests on subraces btw, and can turn them out with surprising speed (one fellow asked about a subrace on Sunday and was testing it Monday).

Alas, there are more fine details to discuss, perhaps you'll visit and we can dialog on some of the features? We love to get feedback, it helps us broaden our perspectives. Please come share yours?

The action is fierce, the RP intense, the setting amazingly detailed. Come see for yourself why this is one of the most immersive RP PWs around.
__________________
Hope to see you online.

Personal tours by request.

Be well. Game on.
GM_ODA

24x7 we bring the game.

Our forum http://aldohral.forumotion.com

Wiki http://nwn.wikia.com...i/ArgentumRegio

Web http://playnwn.com

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Propriétaire: ehye_khandee

Créé: 17-avril 14

Membres: 3

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