So, I've been working on this for a while, and finally have enough to toss up on the net for Beta testing.
Here's the idea: Haunted Halls of Eveningstar as a campaign, a mega-dungeon-esque location that updates as I add more content (this can be done, was successful on my last camapign to do this). The plan is The Halls, then Eveningstar, then additional areas and expanding the Halls (adding things to the halls, so that new creatures move in, etc.).
I now have both the Halls themselves and Eveningstar in Beta format.
www.dropbox.com/sh/3w9mz73z9827o8q/6kj53Z5iwc
That's the dropbox link. Let me know what you think.
-D
Basic Description of Content Thus Far:
-The Haunted Halls of Evenginstar (conversion of the 4th chapter of the 2nd edition module, with some stuff added in to fill the empty space)
-A Tutorial/Starting Area - fully dialoged, based loosly on the black box "Dungeons & Dragons" early 90s starter set adventure "Escape from Xanzer Tem's Dungeon"
-A Small area for Starwater Gorge
-A lot of specialty scripting such as: arrows stick into enemies(...not visibly unfortunately, though I could probably manage that, but they get arrows added to inventory as you shoot them, so you can recover those that hit...), feats that shouldn't be feats are now given free, wearable backpack placables, secret secret doors, better trap system, etc. Will probably add some OnChat stuff (say an NPC's name to start a conversation, etc.)
Updates in July 2014
-Eveningstar Village (modified version of the one that was on the vault, this time with all Thatch roofs) which also has the Lonesome Tankard Inn (2 areas, 1 floor for PC sleeping and one as common area, as per the maps in the module itself), Tessaril's Tower (1st floor only), the Church of Lathander (1st floor only, has a merchant and a healer), and the Low Lantern Tavern and Dance Hall (allows you to Play Lute Hero to make money based on perform skill...higher ranks of Perform unlock more songs), the Village has a number of Merchants milling about, plus you can knock on doors to get them to come out (or just sell in one case); there are 3 traveling merchants that change (only 4 options thus far, but the idea is that I'll expand every time I release an update...so everyday one changes out for the 4th one right now).
The village took forever, and once I've fixed the issues, i'll be ready for content. Issues I already know about are the relative emptiness of the halls...the plan is to update via script based on plot, but I have not yet done that (it's set up to do that, I just haven't yet). Updating should be quicker from this point forward, as all I'll need is an are or two outside the halls, maybe a geographical are to play in, and of course script updats inside the halls. First plans are to add in an old Dungeon Magazine adventure fro Ed Greenwood, then either the Kobolds above the halls (& the Killing Keep) or the Warrior's Crypt/Whisper's Crypt (with more obnoxious attacks by the wizard ghost as you travel the halls). From there, I have no idea, but that's 1-3 updates waiting to happen, so...yeah.
Now available here: http://neverwinterva...alls-evningstar
Modifié par EpicFetus, 03 novembre 2014 - 06:00 .





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