Several years after the war against the King of Shadows,
The Beggar's Nest has been virtually abandoned by the Neverwinter City
Guard as they focus on rebuilding elsewhere. The Nest has been left for
fend for itself... leading many to take up lives of crime, including
yourself and your friend Kvas. When the Neverwinter Guard finally does
take action in the Nest, they haul off your father, looking for
something.... Fortunately, Kvas was there when your father was taken
away, and has stolen the item they apparently were looking for, a small
iron symbol.
Perhaps it's better to get out of Neverwinter before
the Guard figures out you have the symbol. You were already going to
strike out on your own, and no time like now to get some training and
get out if the Neverwinter Guard wants you.
What does the Neverwinter Guard want with a small iron symbol with a minor
enchantment? You'll have to stay ahead of the Guard until you can find
more information about it to see if you can use it yourself....
The campaign continues where the old Path of Evil module on the Vault left
off.
Screenshots:
dusty desert town
desert town at night
strange church ingame
strange church in toolset
in the Calimport Muzad
An unusual inn
An unusual inn 2
Does feature:
Story entirely focused on evil alignment
player characters.
A player controlled stronghold like Crossroad
Keep.
Open world: Wyrin used the phrase "sandbox treasurehunt" to
describe his White Plume Mountain campaign. That goes here too. Once you
leave Neverwinter, you are free to wander. Numerous areas have nothing
to do with the main plot (even entire cities). However, unlike White
Plume Mountain, encounters are not level marked, the best path may be
retreat.
Skill use: lots and lots of it, even tumble is used in
conversation. Click Here
Eight possible companions (not all at
once obviously).
Unusual locations: Calimport, Halruaa, Murann,
others.
OC style crafting. Unique SoZ overland map.
Estimated
average playtime: 30+ hours. 200+ areas. (previously released all my
areas here: Click Here
Doesn't feature:
Romanceanble
companions/npc's, companion influence systems/alignement adjustments.
Voiceovers
(Hey, I'm only one guy, had to economize my time somewhere!)
Cutscenes
(ditto!)
Strong plot with PC being told what needs to be done. (As
the "villain", it's up to you to figure out what needs to be done
yourself).
Powerful magic: a +3 item is really good. Elemental
enchantments on weapons generally do a single point or two of damage.
(Faerun lore states the gods normally have +5.)
Old Forums thread:
Old forums thread
edit: now with bbcoded goodness in my links.
Modifié par kamalpoe, 16 juillet 2010 - 02:06 .





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