Aller au contenu

Photo

Icewind Dale as a setting for a Module


  • Veuillez vous connecter pour répondre
29 réponses à ce sujet

#1
M. Rieder

M. Rieder
  • Members
  • 2 530 messages
I know the Icewind Dale is an area of the Forgotten Realms that has received alot of attention.  Due to the ongoing plot of my campaign, I think it is necessary to set my next chapter there. 

So I am interested in advice on avoiding conflicts with well established towns, lanmarks, etc.

First off, how critically will people really look at this?  Am I creating a problem where one does not exist?

Does anyone have a more detailed map of the Icewind dales?

Thanks for your imput.

Matt

#2
Shallina

Shallina
  • Members
  • 1 011 messages
There is a Icedale remake that was started for NWN2.

The town is made and the chapter with it is on the vault.

#3
kamalpoe

kamalpoe
  • Members
  • 711 messages
The IWD remake is farther along than that. One person behind it left NWN2, but I believe bioboards user MikeLM is still working on it.

#4
nicethugbert

nicethugbert
  • Members
  • 5 209 messages
Place it in the context of a fort in the making? A caravan? An expeditionary force? Wandering tribe? Something that wouldn't appear on a map because of it's mobility or recent creation. What exactly do you need to support the party as a base of operations? Quest givers. Loot dumps. What else? High level NPCs that you would expect could survive the wilds solo or in small groups that have not reason to be hostile to the party or join it's quests?  Witches?

Modifié par nicethugbert, 16 août 2010 - 01:35 .


#5
WyrinDnjargo

WyrinDnjargo
  • Members
  • 136 messages
Any FR-lore critics that may pick up on this are far more vocal than they are frequent. I'd not worry. I think making the effort of giving a nod to FR lore is more important than specifically checking place/people names that you'd need to root through splatbooks to find. Throw in some Aurilites and tundra yetis and i'll be happy.

#6
Ingthar

Ingthar
  • Members
  • 53 messages
Do you know the source book "The North"? It contains a map of icewind dale and some descriptions of the ten towns.

You can get it for free as pdf from WotC: www.wizards.com/default.asp

#7
M. Rieder

M. Rieder
  • Members
  • 2 530 messages
Thanks for the info and the questions to think about. They are most helpful. If anyone else has any contributions, I appreciate any thoughs or info.

#8
nicethugbert

nicethugbert
  • Members
  • 5 209 messages
Since large gold transaction far from large metropolitan areas or powerful entities can strain suspension of disbelief, how about using a barter system instead? Expand the crafting system so that magic loot can be recycled into item ingredients or explosives or something else of value? Sacrifice to the gods for their favor?

#9
Eguintir Eligard

Eguintir Eligard
  • Members
  • 1 832 messages
Ya its pretty important to note the ten towns. If you just make one up outta nowhere people will question this 11th town that somehow no one notices when the other 10 were all well known.

#10
steelfire_dragon

steelfire_dragon
  • Members
  • 740 messages
heehehe the way around that is mind you, to use was of the camps of the barbarians of icewind dale....





or make up a ruin a place there.....





but yeah, there are only 10 known towns of iwd, but thats not to say, there are not villages that are so absure even the 10 towns don't know of them.

#11
M. Rieder

M. Rieder
  • Members
  • 2 530 messages

nicethugbert wrote...

Since large gold transaction far from large metropolitan areas or powerful entities can strain suspension of disbelief, how about using a barter system instead? Expand the crafting system so that magic loot can be recycled into item ingredients or explosives or something else of value? Sacrifice to the gods for their favor?


Hey, I hadn't even thought of that aspect.  Good to know.  Perhaps some sort of currency other than gold....... ice sickles?   Maybe not.  I'll think of something though.

The idea of using crafting components may be interesting.

A barter system would definitely be interesting. 

...or maybe there just won't be alot of buying and selling.... 

This will require some thought.

#12
M. Rieder

M. Rieder
  • Members
  • 2 530 messages

Eguintir Eligard wrote...

Ya its pretty important to note the ten towns. If you just make one up outta nowhere people will question this 11th town that somehow no one notices when the other 10 were all well known.


That's the sort of thing I was worried about.  I don't want to make something up which is completely out of left field. 

I am leaning toward coming up with a number of villages which are small enough so they could be invented without disrupting the generally accepted geography of the area.  This will also mean less town building which takes fooooooorrrrrrrrrrrreeeeeeeeeeeevvvvvvvvvvvvvvvvveeeeeeeeeeeeeeeerrrrrrrrrrrrrrrrrrrrr!

#13
M. Rieder

M. Rieder
  • Members
  • 2 530 messages

steelfire_dragon wrote...

heehehe the way around that is mind you, to use was of the camps of the barbarians of icewind dale....


or make up a ruin a place there.....


but yeah, there are only 10 known towns of iwd, but thats not to say, there are not villages that are so absure even the 10 towns don't know of them.



This is sort of where I was headed.  I'm hoping that throwing in a couple of small villages or barbarian camps will not stretch believability too far. 

#14
LeeMer47

LeeMer47
  • Members
  • 111 messages
There are no villages outside the Ten Towns (some of the towns are actually villages). Three have been made in computer games: Easthaven (Icewind Dale), Lonelywood (Heart of Wintert), Targos (Icewind Dale II). Bryn Shander is mentioned in the books and might get you into trouble. Bremen, Termalaine, Good Mead, Dougan's Hole, Caer-Konig and Caer-Dinival have never been used to my knowledge. Of course, I've never played any of the NWN1 Icewind Dale modules.



WOTC also has free pdfs for FR5 - The Savage Frontier and Volo's Guide to the North. Volo gives the longest description

#15
steelfire_dragon

steelfire_dragon
  • Members
  • 740 messages
If they are still up...



there is no rules only guidelines

#16
nicethugbert

nicethugbert
  • Members
  • 5 209 messages

M. Rieder wrote...

nicethugbert wrote...

Since large gold transaction far from large metropolitan areas or powerful entities can strain suspension of disbelief, how about using a barter system instead? Expand the crafting system so that magic loot can be recycled into item ingredients or explosives or something else of value? Sacrifice to the gods for their favor?


Hey, I hadn't even thought of that aspect.  Good to know.  Perhaps some sort of currency other than gold....... ice sickles?   Maybe not.  I'll think of something though.

The idea of using crafting components may be interesting.

A barter system would definitely be interesting. 

...or maybe there just won't be alot of buying and selling.... 

This will require some thought.


Gems, jewelry, art, anything of value.  Services, can't loot those.  Cutting down on the loot cuts down on the trading.  You can limit what's for sale, how much of it, who sells it and what they accept for it.  One man's trash is another man's treasure.  There can be crafters for select items.  "Wipe out the orc tribe and I'll make you a weapon just good enough to cut through a .... hide."  Where the monster is known(from lore or ranger or in game Player's Guide) to have 10/+3 DR, for example.  So you know you're getting at least a +3 enhancement weapon.

You can make a barter table where the PC puts his barter items in it.  The GP value of the items that the NPC is interested in is calculated, modified by the highest appraise skill in the party, and converted into store credit when you tell the NPC to do so.

I don't think the wilderness is where average folks would live in a world full of monsters.  That's where all the higher level life forms live because they can handle it and have other reason's to stay away from where ever lower level lifeforms congregate.

Modifié par nicethugbert, 19 août 2010 - 07:13 .


#17
kamalpoe

kamalpoe
  • Members
  • 711 messages
Are there any non-human towns? I thought the 10 towns are all human.

#18
nicethugbert

nicethugbert
  • Members
  • 5 209 messages
Ten Towns

The North

Volo_s_Guide_to_the_North

Modifié par nicethugbert, 19 août 2010 - 07:59 .


#19
M. Rieder

M. Rieder
  • Members
  • 2 530 messages

nicethugbert wrote...



Gems, jewelry, art, anything of value.  Services, can't loot those.  Cutting down on the loot cuts down on the trading.  You can limit what's for sale, how much of it, who sells it and what they accept for it.  One man's trash is another man's treasure.  There can be crafters for select items.  "Wipe out the orc tribe and I'll make you a weapon just good enough to cut through a .... hide."  Where the monster is known(from lore or ranger or in game Player's Guide) to have 10/+3 DR, for example.  So you know you're getting at least a +3 enhancement weapon.

You can make a barter table where the PC puts his barter items in it.  The GP value of the items that the NPC is interested in is calculated, modified by the highest appraise skill in the party, and converted into store credit when you tell the NPC to do so.

I don't think the wilderness is where average folks would live in a world full of monsters.  That's where all the higher level life forms live because they can handle it and have other reason's to stay away from where ever lower level lifeforms congregate.




More good thoughts on the NPCs in the local area.  A very important consideration to improve the immersion into the game.  I also like the barter table concept.  May be a bit tricky to script, probably take some time, but I think it would be worth it. 

Thanks

#20
M. Rieder

M. Rieder
  • Members
  • 2 530 messages

kamalpoe wrote...

Are there any non-human towns? I thought the 10 towns are all human.


I was toying with a camp of half-orc barbarians.  I think that would facilitate some interesting dynamics into conversation and NPC/companion interactions.

#21
kamalpoe

kamalpoe
  • Members
  • 711 messages
Since the official lore mentions barbarians as a threat to the Ten Towns, there are certain to be at least temporary barbarian camps of some kind (they may be nomadic and not have permanent camps). In fact it could make for a great barbarian focused module. Plus raids against the Ten Towns!

#22
nicethugbert

nicethugbert
  • Members
  • 5 209 messages
I imagine hides and meats would be an important part of the economy.

#23
Anteaterz

Anteaterz
  • Members
  • 1 messages

kamalpoe wrote...

The IWD remake is farther along than that. One person behind it left NWN2, but I believe bioboards user MikeLM is still working on it.


Any idea where i can get Info on that Mod? Done a quick search and come up with nothing :(

#24
M. Rieder

M. Rieder
  • Members
  • 2 530 messages

kamalpoe wrote...

Since the official lore mentions barbarians as a threat to the Ten Towns, there are certain to be at least temporary barbarian camps of some kind (they may be nomadic and not have permanent camps). In fact it could make for a great barbarian focused module. Plus raids against the Ten Towns!


That *would* be an interesting module.  Lots of potential there. 

#25
M. Rieder

M. Rieder
  • Members
  • 2 530 messages

nicethugbert wrote...

I imagine hides and meats would be an important part of the economy.


You mean like those bob evan's gourmet meat baskets I get around christmas?  Could work...