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NWN 2 Conclusion Campaign + Tomb of Horrors Revamp


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#1
Sabranic

Sabranic
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Updated: 7/1/16

 

Since 2013 we have been developing a campaign that closes out the OC/MotB/MoWG/SoZ storyline.  We have contracted some incredibly talented 3D modelers, artists, programmers and designers to bring our vision to life.  We plan on using this thread as our development diary and announcement platform as we push to 1.0.  Thank you all so much for the encouragement and support! 

 

Planned features thus far:

 

- Re-spawning farming grounds for level 1-7.

- Arenas where players can spawn and battle difficult monsters and NPCs.

- An epic-level "bottomless dungeon" - Shandra Jerro's Tomb. 

- Integration of the Charlie's Appearance Customization System to personalize equipment.

- Randomized "fetch" style quests from Volo, Daeghun or Axle (Based on alignment).

- Main-quest line play Balanced for a six man party, levels 20-30. 

- Merchants, starting zones and player housing is main plot-independent.

- A functioning Thieves Guild with a Brothel, Bar, Dice and Card Games.

- Over 500 new magical items, potions, backpacks and other interesting tools - the latter of which are usable at various places in the game world.  Ropes can be purchased to climb sheer surfaces for example.

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- Silverwand Scripted Weapons: Staves of Power, the Magi, Malak. Silver Sword, Dream Dagger and a Rod of Lordly Might.

- A writing crafting station, giving players the ability to draft letters to place in housing mail boxes.

- 50 types of food, some of which which provides minor physical enhancements when consumed.

food_icons.jpg

 

- A survival element added to the game - Iron Rations or a Food Item must be consumed in the inventory to rest.  Additionally a water gauge will track hydration - the players will be required to stock Waterflasks, drink at Inns/Taverns or discover natural water sources, (if they have high survival), to quench their thirst.

icon_set_3.jpg

 

- kevL's Hydration System Specifics: All players and NPC's  will occasionally need to drink to maintain their Hydration Bar. The Hydration Bar decreases 2% every in game hour, (10 minutes).  At 75% the player begins accruing small penalties to their stats, and as the bar decreases, the severity of the debuffs increase exponentially. When the gauge reaches 0%, the character dies of dehydration, (a process taking a bit over two in game days with nothing to drink).  Drinking Water, Wine, Ale or Spirits will increase the Hydration bar.  Drink Values: Water 5%, Wine  3%, Ale 5% or Spirits 1%.

 

thirst_main.jpg

- All Companions begin a level 1 and auto-level to 20  - offering full customization beyond base class.

- One upgradeable equipment set per companion.  There will be three tiers of upgrades.  Each tier requires special ores which drop from the monsters in the infinite dungeon below Shandra's Tomb.  10 ores will allow the player to upgrade one suit of equipment:  (25% Complete) 

  • Tier 1: Asterite Ore - Found on level 10 Monsters.
  • Tier 2: Netherium Ore - Found on level 20 Monsters.
  • Tier 3: Arcanium Ore - Found on level 30 Monsters.

- The return of previous companions: (100% Complete)

  • Kelgar Ironfist - NWN2: OC
  • Neeshka - NWN2: OC
  • Ammon Jerro - NWN2: OC
  • Safiya - NWN2: MotB
  • Gann of Dreams - NWN2: MotB
  • Kaelyn the Dove - NWN2: MotB
  • One of Many - NWN2: MotB
  • Rinara - NWN2: MoW
  • Charissa - NWN2: MoW
  • Mantides - NWN2: MoW
  • Ribsmasher - NWN2: SoZ
  • Finch - NWN2: SoZ
  • Umoja - NWN2: SoZ

character_icons.jpg

 

- The Return of Popular NPC's from NWN, NWN2, PT, BG, SoA and ToB: (60% Complete)

  • Duncan
  • Bevil
  • Orlen
  • Chir
  • Sand
  • Lastri
  • Quarrel
  • Zhjaeve
  • Cormick
  • Kana
  • Daeghun Farlong
  • Caelryna
  • Jan Jansen
  • Wolf & Minions
  • + Many More

- Five NEW Companions: (95% Complete)

kistrel1.jpg

bodvarr1.jpg

terukawa2.jpg

eirinn1.jpg

ithefelle2.jpg

 

- Four NEW Familiar Types: (100% Complete)

  • - Pseudodragon
  • - Sylph
  • - Skeletal Minion
  • - Intelligent Sword

pets.jpg

- Six tiers of multi-player housing: (90% Complete)

  • A Room in Crossroad Keep.
  • A Suite in Crossroad Keep.
  • A Peasant House Outside the Castle Walls.
  • A Merchant House Inside the Castle Walls.
  • A Mansion Inside the Castle Walls.
  • The Deed to Crossroad Keep Itself.

- 18 New Stores and Merchants: (85% Complete)

  • Sand's Magic Mercantile
  • Caelryna's Trade Goods
  • The Beginner's Merchant Caravan.
  • Mur'eil & Mar'tauren Hadwell's Jewelry
  • Stablemaster McGuiness's Leathercrafts
  • Uncus's Shadow Market
  • Raelis Shai's Crossroad Theater
  • Lady Sa'Sani's Merchant Company Headquarters
  • The Church of Tyr
  • The Barracks
  • The Pheonix Tail Inn and Tavern
  • Roger the Fence
  • Edario's Smithy
  • Deekin's Curios
  • Jacoby's Forge
  • Drow Black market
  • Cromwell's Pavilion
  • Ribald Barterman's Traveling Emporium

- Tarim's Katar's are for sale - exotic weapons for exotic characters.  (Uses Kama proficiency).  Eleven different types of Katars are abaliable from the Caelryna's Trade Goods: Normal, Magical +1-5, Adamantine, Alchemical Silver, Cold Iron, Darksteel and Mithril.  (100% Complete)

 

weaponstore.jpg

 

- 15 Unique Quests broken into 3 Chapters: (10% Complete)

  • Whispers of Turmoil.
  • The Rescue of Casavir.
  • Unraveling The Mystery of Kistrel.
  • Restoring the Construct. (Optional)
  • The Way of Zerth.
  • Delving the Tomb of Horrors. (Optional)
  • Tholapsyx's Curse.
  • Orbakh's Revenge.
  • The Puppet Master Unveiled.
  • The Call to Arms.
  • The Battle of Crossroad Keep.
  • A Red Wizard's Love.
  • The Dreamer's Reverie.
  • Farewell to Old Friends.
  • One well hidden Easter-egg style quest. (Optional)

world_map_full.jpg

 

- Featured Areas: (75% Complete)

  • Cromwell's target/weapon/spell testing range.
  • The Crossroad Keep Vault.
  • The Crossroad Keep Barracks.
  • Safiya's Laboratory.
  • Shandra Jerro's Tomb.
  • Ammon Jerro's Lair.
  • The Crossroad Keep Caverns.
  • The Crossroad Keep Theater.
  • The Pheonix Tail Inn & tavern.
  • The Shadow Thieves Gambling Hall & Brothel.
  • The Rashemi Consulate.
  • The Neverwinter Consulate.
  • The Church of Tyr's Catacombs.
  • Startear's Tower.
  • The Training Grounds.
  • The Planar Arenas.

loading_screens_demo_small.jpg

 

Files:

 

- Tomb of Horrors - Hard Edition (85% Complete)

https://www.dropbox....d/Tomb.zip?dl=0

 

We have been working for the past 5 months to revamp Morbane's Tomb of Horrors, drastically upgrading the visuals/effects, and increasing the difficulty many fold - to the point of it being nearly certain death to any player group of any level and configuration.  Even a fully upgraded MotB Evil-campaign Soul Eater will have great difficulty with this module.  The intent is to make this module the gold-standard for brain-bending deathtraps, punctuated by demonic-spider type enemies - worthy of any Nintendo-Hard optional content. 

 

The focus here is not only learning the tool-set but experimenting with dialog options, working out the logic which will be used for the scripting of the entire project, and setting the foundation so that our dialog options/behavior are consistent throughout the campaign.  We also plan to release it when completed as a stand-alone campaign - for those multiplayer fiends who want to murder their friends on game night. 

 

- Crossroad Keep - Conclusion (Working Title, 23% Complete)
- https://www.dropbox....d Keep.zip?dl=0

 

Override Folder: (Contains all campaign item assets)

- https://www.dropbox....erride.zip?dl=0

 

Optional Files:
- https://www.dropbox....traits.zip?dl=0
- https://www.dropbox....lvault.zip?dl=0

 

- Crossroad Keep - Conclusion Campaign Overview (Plotting 40% Complete, Narrative 20% Complete)

- http://www.dropbox.c...CK_Story.doc?=0

 

The plan here is three-fold - create a MMORPG style NPC community, with a functional housing zone and market, which is accessible at any level as stand alone content.   Running concurrently, at a pace dictated by the player, will be a side-campaign that ties off the dangling plot threads of the Knight Captain/Spirit Eater's story.  One last hurrah so to speak.  Old friends are set to return, past actions may come back to haunt the KC, and new friends will turn up in unexpected places.

 

A dialog is planned when loading into the module's Lobby, that will adjust plot details and NPC interactions based on a series of questions the player will answer.  The complexity of this will be dictated by our resources.  We'd like the option to cater to Evil, Neutral and Good, wile still keeping with the canonical endings of The OC.

 

updated_CK.jpg

Map Key:
-  Map Note - GOLD: 255, 255, 255

- Guest Book - ORANGE: 250, 133, 0

- Merchant - BLUE: 0, 174, 239

- Player House - GREEN: 6, 161, 55

- Wolf's Minion - PINK: 255, 0, 255

- Area Exit - RED: 121, 0, 0

- Quest Giver - PURPLE: 68, 14, 98

 

OC Assumptions:

This is the assumed path taken by the KC up to this point - this is written in stone, and based on the assumptions made by Obsidian when developing MotB and our own opinions on how the story ended.

-  Amie Fern is dead, killed by the Githyanki.

- Shandra Jerro died in Ammon's Haven.

- West Harbor's known survivors are Tarmas, Bevil, Orlen, the KC, Cormick and Daeghun.

- The KC was given command of Crossroad Keep.

- Neeshka resisted her geas.

- Qara allied with the KoS and was killed.

- The Construct chose Grobnar over Bishop.

- The KC destroyed the KoS.

- The Illfarn ruins collapsed on the party.
- The Construct was smashed - but not irreparably so in the cave-in.
- Elanee and Grobnar died in the collapse.

- Sand Transformed into an Iron Golem and survived.

- Neeshka dodged her way clear of the collapse.

- Khelgar tanked his way clear of the cave-in.

- The KC was taken by Gargoyles.

- Ammon Jerro pursued the Kidnappers and was captured.

- Zhjaeve plane-shifted to safety.

- Casavir survived with a shattered spine and was captured by Luskan.

- They KC either moved-on to Gann/Safiya, or gave up on personal attachments if they romanced Casavir/Elanee.

 

(Optional) MotB Assumptions:

This may or may not be assumed, depending on development resources and time - ideally, the MotB assumptions will be variable, and player selectable. At a Minimum, the player will be able to choose between Gann, Safiya or neither for relationships, and whether they created One of Many.

- Bishop was consumed by the wall of the faithless.

- The Ideal ending was achieved - the Spirit Eater Curse was forever ended.

- The Coven was destroyed.

- Ammon Jerro was rescued from the Academy.

- The Founder survived.

- Myrkul was not consumed or he was released.

- The PC still has the Sword of Gith.

 

(Optional) MoWG Assumptions:

Currently, having the player "become" a vampire is simply not feasible unless we can scrounge up more assistance.  It's more scripting than I am capable of or Injate is willing to write.  Complicating matters is the difficulty of getting at MoWG resources, not certain how they protected them, but I have a hard time getting even the sound sets working, let alone the scripts to run a PC vampire.

- Mantides was fully redeemed, and vowed to protect the KC in his further adventures.

- Rinara returned to help the KC in the end.

- Charissa followed the KC back to crossroad keep, treating him as something of a "reclamation project."

- Orbakh's offer of vampirism was refused.

- Orbakh's human cattle facility was destroyed... and he's definitely one to hold a grudge.

- The Domino Mask Curse was lifted.

- The Ebon-Claw guild was destroyed.

- Zymena was unmasked and banished back to the lower planes.

- The KC quickly left Westgate to avoid the retribution of Orbakh and his remaining Nightmasks.

 

(Optional) SoZ Assumptions:

As with MotB, we would LIKE to vary the plot/story based on player input, to better keep in line with their experience, but we also recognize that we are not Bioware, and Mass Effect levels of continuity may not be possible with our resources.  At a minimum we'd like to tailor Sa'Sani's demeanor to account for the player's version of SoZ events.

- Khelgar was appointed to the Neverwinter Nine.

- Sa'Sani still has Volo enthralled, and he's continuing keep her company.

- Sa'Sani's Merchant guild is powerful and well respected thanks to the actions of the PC in SoZ.

- Sa'Sani's more brutal tendencies were curtailed by the PC of SoZ, and she is slowly "becoming the mask."

- Zehir's avatar was destroyed, and the plot to take over the sword coast was thwarted. 

- Chir was rescued from the Mind Flayers.

- Umoja is on a vision quest for his god, and has traveled to the Sword Coast for a time.

- Finch is currently... "enjoying the safety of Crossroad keep" after swooning a vindictive Hostower Sorceress.

 

The Protagonist - Knight In Sour Armor?

 

Presented below is the world as our protagonist, The Knight Captain, has experienced it thus far.   The information following helps the reader see things from the perspective of a character who has, by the beginning of our story, become more than a bit jaded .  (With very good reason).

 

One thing to consider about the KC's sarcastic tone is everything the poor sod has been through.  At this point, the Kalakcha has to be getting more than a bit cynical, or he/she would go insane/collapse emotionally.  When you consider the KC's lot in life, being a smart-arse becomes a survival mechanism.  Their entire existence has been a case-study in "from-bad-to-worse."

 

He/She began their adventure as an orphan exiled from their hometown by their own foster-parent,  (after potentially watching their childhood crush die), was shortly thereafter framed for murdering an entire village, used as a pawn by both Neverwinter and Black Garius, watched Shandra Jerro die at the hands of her own grandfather/great-grandfather - in the act of  saving them, fought a war against a horrifying eldritch abomination, was betrayed by at least two long-time companions, had the ceiling dumped on their head as a reward, and finally watched many of their companions die protecting them, (Including possibly their first real lover). 

 

And that's just Book 1.

 

By the Knight Captain's second tale, he/she found themselves kidnapped by polymorphed gargoyles, endured ad-hock open-heart surgery at the tender hands of Nefris, was made the unwilling host of a horrifying, life destroying entity, regarded at best as a serious threat to the Unapproachable East, simultaneously manipulated by a cabal of Red Wizards, a dead deity's minion, a fanatic Half-Celestial (with an impossible agenda), a Titan Demi-lich, a Wyrm Blue Dragon, a Fallen Solar, a coven of man-eating Hags and no less than two gods.  Also, we'll note that the poor Spirit Eater - an endearing title if there ever was one - had to commit quite a laundry-list of highly amoral acts in the process of saving his friends, surviving the long chain of entities who'd just as soon see them dead, and twisting the machinations of those using him/her to save their very soul from oblivion.

 

By Book three, the KC is de-powered substantially after the separation from Akachi, being slowly driven insane due to a cursed domino mask, separated from their entire circle of friends (and possibly their new/first lover), and again finds themselves a chess piece in a deadly game between a cabal of were-rats, a vampireized Manshoon clone and a horrifying Demon looking to kill all of the above, protagonist included.  For allies, the KC has fire-forged friends and lovers replaced by an amoral former assassin (who near everybody in Westgate wants dead), a severely disagreeable Tyrian cleric and a washed-up fallen Paladin - with a serious drinking-problem.  Things look bleak.  With this band of misfit toys, the Kalakcha has to play the competing agendas against each other, outwit a creature who annihilated Elminster - twice - and somehow un-curse themselves before they go stark raving mad. 

 

Now we get to Book 4 (Our Story), where the poor KC, having been through all of that, begins the tale nearly dying to Nightmask retaliation, returns to a less than pleasant homecoming in Neverwinter, becomes a pariah due to the machinations of a Cambion - who's all but taken the place over -  (and is considered a hero of Knight Captain proportions by the general population no less), gets sent on a series of deliberate suicide missions, has their reputation tarnished in a chain of out-of-context distortions and winds considered by the population of the Sword Coast to be a Black Network level threat.  Amidst all of that, they have to deal with a foe who is their true equal in not merely physical terms, but at the game of Xanatos Speed-Chess.  In The Kaiser, The Knight Captain is opposing someone capable of matching his/her ability to play sides against each other, making this quite possibly their deadliest foe.  Our hero has stood down stronger entities - even gods -  but this creature can match the KC in manipulation - which as we've seen in the entire story, has been the TRUE power of our hero.    

 

When one considers the biography above, (which is in reality a testament to human suffering), a narrative that our protagonist only survived by outwitting everybody and everything they've encountered, The Knight Captain might be forgiven for having a few jerkish tendencies - developed purely as a coping mechanism. 

 

The Kalakcha's entire story reminds us of "The Odyssey."  He/she simply can't catch a break, and when they do, often times they screw it up through their own missteps.  While the protagonist is truly a legend, they have real flaws, and even on a good play-through must delve well into black and grey morality to survive.  Like any real person, they're exasperated by a lifetime of torment and mental abuse.  They've been the playthings of fate, have been subjected to every imaginable injury and suffering, watched their friends and/or lover(s) die and their typical reward is mere survival.  Even a lawful-good paladin is going to show some rough edges after that level of emotional trauma. 

 

Special Thanks:

(Without the help of these people we'd have a pretty looking map that does nothing interesting).

Injate

Clangeddin86

Tchos

Kaldor Silverwand

ColorsFade

_Knightmare_

kevL

PJ156

kamal_

Lance Botelle

 

Note: Please feel free to use anything we have created in any way you'd like.  This is a labor of love, and if any module, script, conversation, icon item, NPC or anything we've build is helpful to your own projects, it's yours.  (And if you want fork our work  and do better than us... GREAT!  We're trying to make the game we want to play here - if you can do it better, we're all ears).


  • ArtemisJ, PJ156, rjshae und 3 anderen gefällt das

#2
Tchos

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Sounds huge!  Hope to see it completed.  As for the Tomb of Horrors revamp, would you like to use this for it?


  • Sabranic gefällt das

#3
Sabranic

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 Updated: 3/8/16

 

Timeline:

NWN 2: OC
- KoS destroyed
- KC and Ammon Jerro captured by the founder's aspects.
- Party split.

- Casavir imprisoned and tortured by Luskan.
- Daeghun and Bevil strike our in search of the KC.

- Khelgar and Neeshka remain behind at CK. 

- Neverwinter and it's territories descend into economic ruin from the wars.

MotB

- KC recruits Safiya, Gann, Kaelyn and either Okku or One of Many.

- KC destroyed the slumbering coven.

- KC either becomes a hated villain or the savior of Rashemen.

- KC romanced Gann, Safiya or neither.

- KC ransaks the Academy of Shapers and Binders.

- The KC rescues Ammon Jerro, who then accompanies the KC.

- KC starts the new crusade earnestly and leads his allies through the betrayer's gate.

- KC aids Zoab, followed by Sey'ryu. 

- KC deliberately betrays Rammaq by destroying both books - then slays the demilich.

- KC Ends spirit eater curse by uniting the mask.

- Kelemvor returns the KC and companions to Toril. 

- Safiya temporarily returns to the Academy to tie up loose ends with her friends and the founder.

- Gann takes his leave temporarily to "indulge" in the grateful Rashemen spirits.

- Kaelyn departs to continue her own crusade on the wall.

- Ammon Jerro journey's the planes for a time, seeking, (and finding), life extension magic.

- The KC departs for home alone.

- The loss of the Spirit Eater curse significantly weakened the KC.  A part of his own essence was given to Akachi in the process of freeing him.

(Thus explaining the level cap in MoWG).

 

MoWG

- The KC acquires the cursed domino mask on his journey, and is forced to make a detour to Westgate.

- The KC allies with Mantides, Charissa and Rinara, and they help one another sort out life's little problems.

- The KC refuses the gift of vampirism.

- The KC helps Mantides regain his Paladin status.

- The KC teaches Charissa to see beyond black & white morality.

- The KC foils the plans of Orbakh and Zymena.

- The KC lifts the domino mask's curse.

- The next morning, the KC, Mantides, Charissa and Rinara flee Westgate.

- Orbakh swears vengeance, and sends a large force of vampires and Nightmasks after them.

 

SoZ - (Run's Concurrently with MotB & MoWG)

- Khelgar made temporary Commander of Crossroad Keep, and inducted into the Nine.

- Kana takes a leave of absence to perfect her combat arts.

- Kistrel driven into the Crossroad Keep caverns by frightened merchants and traders, despite her harmless nature.

- Sa'Sani's cargo ship wrecked while transporting adventurers.

- The church of Tyr is dismantled in favor of a temple to Waukeen.

- Sa'Sani hires the mercenaries to track down the cause of the disaster.

- The party gains her favor and quickly rises through the ranks of her organization.

- Sa'Sani begins to branch into the sword coast, as part of a plot to quell her rival house.

- In need of funds, Nasher allows - Sa'Sani to virtually take over Crossroad Keep.

- The party gathers adventurers from all over the world, and grows Sa'Sani's merchant house to epic levels.

- Sa'Sani revels herself and explains the danger poised by Zehir.

- The party demands Sa'Sani cease some of her more mercenary ways, and she complies.

- The adventurers confront the rogue Yuan-Ti and destroy the avatar of the interloper god.

- In victory, the adventurers part company.

 

Post SoZ

- After Sa'Sani's true nature is made known to Nasher, he commands Khelgar to get a better handle on things.

- Khelgar orders the temple of Waukeen to be cleared.

- Khelgar gleefully returns the temple to the Church of Tyr.

- Kana returns, along with Cormick to help Khelgar manage the keep.

- Crossroad Keep becomes a hub of trade and commerce rivaling Waterdeep.

- Ammon Jerro arrives back at crossroad keep, physically a decade younger.

- Quarrel returns on word of the reappearance of his "messiah."  Ammon is not impressed.

- Lastri uses her share of the trade bars from SoZ to purchase a new ship.

- Daeghun and Bevil finally track down the KC's party and rescue them from Orbakh's overwhelming force.

- Safiya and Gann travel together to Crossroad Keep, along with two of her favorite students.

- A Neverwinter academy duel results in the destruction of the Sunken Flagon. 

- Duncan is given a job tending bar by Sal at the Phoenix Tail.  Still acts like he owns the place.

- Sand, hearing of the economic prosperity of Crossroad Keep, relocates his failing store there.

- A cemetery is built near Crossroad keep, dedicated to the fallen heroes of Neverwinter.

- Ammon Jerro funds the construction of an elaborate tomb for Shandra.

- Word reaches the crossroad keep of the KC's return, and allies old and new gather and await the homecoming of Neverwinter's hero...



#4
Sabranic

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Sounds huge!  Hope to see it completed.  As for the Tomb of Horrors revamp, would you like to use this for it?

 

That is very sexy.  Top notch work.  I don't know if it will fit with the current motif however, If you download the module, I currently have test-doors set up, and you can see the way the frescos are currently.  This devil face is so... well... so much better than all the other fresco's currently in place that I don't know if it would be jarring or not.  Of course, if whoever made that wonderful devil face would like to redo all the frescos for me, I would incorporate it in... immediately lol.



#5
Tchos

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I made that one.  But it's not supposed to be a fresco, while the paintings lining the hall are frescoes.  Admittedly, the original description doesn't explicitly say that the face is carved in relief, and the original illustration is too crude to tell, but the classic cover art makes it clear that it's a carving, not a fresco.  Additionally, the later Return to the Tomb of Horrors explicitly describes it as a carving of green stone, and the illustrations in that module depict it as such.



#6
Sabranic

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Presented below is a guide to the new monsters we have thus far created for the tomb of horrors.  As it expands into the CK, we will add updates with the new beasts:

 

Updated: 6/05/16

 

<color=darkred><b>Elminster's Ecologies</b></color>
<color=darkred><b>Volume 2 </b></color>
<color=darkred><b>Issue IIX</b></color>

This wyvern-hide bound tome was penned by the mage Elminster of Shadowdale, and is apparently part of a much larger body of work containing detailed studies of most of creatures most strange.  This appendix seems to refer to some of the beasts found on the world of Oerth.


<color=blue><b>Aberrant Umber Hulk:</b></color>
________________________

This hulking, powerfully built creature looks something like a cross between a great ape and a beetle. The low, rounded head is dominated by a massive pair of mandibles and rows of triangular teeth. It has two big compound eyes like a beetle's, with two smaller eyes like an ape's in between. Armor plates cover virtually all of its chitinous body, whose scattered feelers resemble sparse hair.

These creatures have the power to confuse their victims to a much greater degree than their lesser brethren.  Take care to ward your front-line against these effects.


<color=blue><b>Deinonychus:</b></color>
________________________

This lean, long-legged bipedal creature has wicked-looking claws on its feet and a brightly colored hide that reminds you of a tropical bird. It stands about as tall as a human, and its outstretched tail makes it least twice as long as it is tall.

These creatures are stealthy pack hunters, and never encountered alone.  Beware their lethal sneak attacks and ability to vanish into dense foliage and tall grass.


<color=blue><b>Megaraptor:</b></color>
________________________

These giant creatures have vicious rending claws and rows upon rows of steak-knife like teeth.  They are deceptively agile for their size, and could quite easily make a meal of an armored knight and his mount.

These beasts are pure brutes and massive eating machines.  Their tooth filled maws inflict incredible damage, but are otherwise, a rather strait forward battle.


<color=blue><b>Hellspawn Firenewt:</b></color>
________________________

This tall humanoid looks like a cross between a powerfully built human and a lizard. Its eyes are the color of charcoal and it's entirely covered in deep red scales.

While very dangerous and immune to flaming attacks, cold damage is positively lethal to these creatures.  Be sure to ward your party against heat when encountering these beasts - and take care to have a good set of backup weapons, as these beasts are fond of disarming their prey.


<color=blue><b>Bloodbones:</b></color>
________________________

This creature appears to be nothing but a set of glimmering red, animated bones. Pinpoints of red light smolder in its empty eye sockets.

These creatures are virtually invulnerable to melee damage - and most elemental and spell attacks.  They regenerate at a tremendous rate, and their sickly red flails steal the life force of anyone struck.  Fortunately, they are rather... flammable, and prodigious use of flame magic will quickly reduce them to ash.


<color=blue><b>Greater Death:</b></color>
________________________

This creature is a sinister, spectral figure robed in darkness. It has no visible features or appendages except for the glowing red pinpoints of its eyes.  It wields a gleaning scythe made from the bones of victims, and as a servant of the death gods, will attempt to reap the souls of any mortal it encounters.  

Such creatures are lethal beyond words.  Their every swing can bring instant death, and they attack with a terrifying speed.  The best advice is to avoid summoning these creatures in the first place - summoning usually takes place through a chime, organ, gong or other musical instrument.  If encountered, these creatures CAN be turned by good and neutral clerics, (although difficult), and the positive energy of healing spells is very harmful to them.


<color=blue><b>Pit Fiend General:</b></color>
________________________

Cloaked in fire and as tall as two humans, this hulking monster spreads its batlike wings and cracks its whiplike tail. Great scales cover its body like armor. It smiles, revealing large fangs that drip with a hissing venom.

These creatures are powerful fighters at close range, but even more lethal from a distance, as they command the hellish powers of a warlock, dark energy that pierces all defenses and wardings.  These creatures are vulnerable to cold iron weapons and holy magic damage, and it is very unlikely, but possible to turn them if a good cleric is a paragon of their order.  If one can overcome the Pit Fiend's resistance to magic, they can be greatly hampered by silence spells.


<color=blue><b>Imp Servitor:</b></color>
________________________

A tiny humanoid with leathery batwings, a barbed tail, and sharp, twisted horns flutters at about eye level, winking into sight from out of thin air.

These nimble creatures are highly agile, but rather... shall we say... squishy.  A strong front-line warrior will have no problem with these beasts, but they are very dangerous if they should sneak behind and harry party casters.  They can see invisible objects and their high levels of spell resistance make them difficult to harm with magic.


<color=blue><b>Balor Commander:</b></color>
________________________

A dark aura of power surrounds this towering humanoid with huge bat wings. Lurid flames dance over its skin. In one of its massive clawed hands, this creature bears a sword that looks sharp enough to cut even to the soul.

These creatures are powerful melee combatants, wielding vorpal weapons - capable of beheading a target instantly.  In addition, they are masters of many powerful spells.  These creatures are exceedingly vulnerable to cold iron weapons and holy magic damage, and it is very unlikely, but possible to turn them if a good cleric is a paragon of their order.


<color=blue><b>Bound Hezrou:</b></color>
________________________

This creature looks like a massive, rough humanoid toad with arms in place of forelegs. Its wide mouth has rows of blunt, powerful teeth, and long spines run down the length of its back.

These creatures are brutish and stupid.  In a pure melee battle, party tanks should have no trouble with them.  Be cautious of their retched continence however, for their stench is so foul that it can bring a hardened warrior to his knees in a fit of gasping and gagging.


<color=blue><b>Succubus Concubine:</b></color>
________________________

This creature is stunning, statuesque, and extraordinarily beautiful, with flawless skin and raven hair. Her form, so tempting, also has an otherworldly side. Large bat wings unfurl from her back, and her eyes glow with sinister desire.

These creatures are powerful sorceresses, with command over a devastating array of mind effecting magic.  Unless you have properly warded your entire party, they will quickly charm, dominate, paralyze and render your entire party unable to control themselves.


<color=blue><b>Imp Thrall:</b></color>
________________________

A tiny humanoid with leathery batwings, a barbed tail, and sharp, twisted horns flutters at about eye level, winking into sight from out of thin air.

A weaker version of an Imp Servitor.  Not terribly dangerous to a party, but they often work closely with stronger creatures to harry your casters.


<color=blue><b>Elder Dryad:</b></color>
________________________

The creature blossoms out of the bark of the ancient tree, at first appearing as a new branch before solidifying into a decidedly female shape. She has a wild, unfathomable look in her large, almond-shaped eyes, and her hair has a pronounced, leafy texture, while her skin looks like burnished wood.

These creatures are so beautiful they can strike a person dead instantly simply by gazing at them.  Additionally, they are very powerful druids with a wide array of nature based magics.  Normally these creatures are not overly hostile, (unless one is defiling their forest), however, if they have been bound or charmed, the Elder Dryad is a fearsome enemy.


<color=blue><b>Gorgon Golem:</b></color>
________________________

This automaton has been sculpted from green soft clay. It's about 18 inches taller than a normal human, and its features are grossly distorted from the human norm. Its chest is overly large, with arms attached by thick knots of muscle at the shoulder, hanging down to its knees, and ending in short, stubby fingers. It has no neck, and the large head has broad, flat features. Its legs are short and bowed, ending in wide, flat feet. It smells faintly of clay.

These creatures are vastly more dangerous than they seem - in additional to being nearly immune to non-adamantine weapons, there is a chance every strike from a Gorgon Golem will transform the target into stone.  Be certain to have numerous ways to return stone to flesh, least your entire party be transfigured into lawn ornaments.  


<color=blue><b>Grim Gargoyle:</b></color>
________________________

This creature looks like a grotesque, winged humanoid with a horned head and a stony hide.

These beasts have been blessed by their dark gods, and have the ability to cast numerous powerful clerical spells, as though they were a favored soul.  They require magical weapons to strike, and can be greatly weakened by silence spells or other enchantments which impede spell casting.  


<color=blue><b>Mindflayers:</b></color>
________________________

These strange, humanoid-shaped beings stands about as tall as a human. Their flesh is rubbery and smooth, glistening with slime. These creature's heads looks rather like a four-tentacled octopus, made all the more horrible by their bloated white eyes.

<color=darkred><b>- Mindflayer Flesh Reaper:</b></color>
These creatures, in addition to the normal mental powers of their ilk, have mastered all manner of throwing weapons, tearing apart their foes from a distance, then closing and attempting to suck their target's brain from their skull.  Enchantments that grant damage resistance are very helpful when battling these horrors.

<color=darkred><b>- Mindflayer Mind Bender:</b></color>
A Illithid of this variety has a vast array of mind controlling and debilitating magic, which it hurls with reckless abandon.  Anything that hamperes arcane spellcasting or blocks domination will be invaluable in this battle.  

<color=darkred><b>- Mindflayer Dark Priest:</b></color>
Dark Priest mindflayers have access to a large body of profane and lethal divine spells.  Do not assume them defenseless in melee, as they are quite capable of cracking a fighter's skull like an acorn, and slurping up his brain.


<color=blue><b>Spirit Reaver:</b></color>
________________________

This horrible creature is hunger personified.  It seeks to not just devour the body, but one's very essence as well.  To fall before this beast is to be utterly and irrevocably destroyed.

These creatures are a terror to behold.  A form of undead, their ties to the negative material plane are such that no cleric or paladin of any power can turn them.  Additionally, they regenerate at a horrific rate, making it almost impossible to outpace their self healing.  Their attacks drain the life energy of their targets, (level drain), and no elements besides divine magic, magical force and the hellish powers of warlocks have any hope of overcoming their resistance.  Fortunately, these creature's unstable nature render them incredibly vulnerable to any form of status effect - from mind control to instant death to transmutation into stone.  Nearly any debilitating magic will be effective on these creatures.  


<color=blue><b>Bone Knight:</b></color>
________________________

This creature appears to be nothing but a set of animated bones. Pinpoints of red light smolder in its empty eye sockets.

These creatures are magically empowered skeletons.  They have been granted mastery of various weapons, and their bones strengthened to the durability of steel.  They are best dealt with in close quarters by powerful fighters, as they are difficult - but not impossible - to turn.  They have massive resistance to piercing and slashing attacks, so a stout bludgeon is recommended.  


<color=blue><b>Bone Archer:</b></color>
________________________

This is the animated skeleton of a dead person, covered in rotting bits of flesh and armor.

Bone archers are skeletons who have been imbued with far more power then normal.  They have been given mastery over the longbow, and given a large cache of enchanted arrows to pepper their targets with.  They are very difficult to damage with blades or stabbing weapons, although in melee they are at a disadvantage.  Spells that grant damage reduction or cause ranged attacks to miss are life savers when confronted by these undead.  


<color=blue><b>Ju-Ju Zombie:</b></color>
________________________

This foul creature appears more or less humanoid, but has mottled, decaying flesh drawn tight across clearly visible bones. It is mostly hairless and has a carnivore's sharp teeth. Its eyes burn like hot coals in their sunken sockets.

These creatures enter battle recklessly, raging as a berserker.  They have no wit or tactics beyond killing the nearest thing to them.  They are best dealt with by a cleric turning them or simple melee.  


<color=blue><b>Hell Wraith:</b></color>
________________________

This creature resembles a shadow, cloaked in a moldering cloak.  Red pinpoint highly their eyes, and their touch will drain life energy levels.

Unlike most of their kind, these wraiths are nearly impossible to turn.  Additionally, their level of corruption is such they can wield the dark power of a warlock.  Spells that silence them are helpful, as is simply hacking them to pieces with a magical weapon - as only an enchanted weapon will harm them.


<color=blue><b>Iron Shadow:</b></color>
________________________

This creature seems to be nothing but a patch of mobile gloom, more or less humanoid in shape.

These shadows are all that remains of an order of Monks who challenged Acerak in ages past.  He bound their souls to his domain, and in un-life, these tormented spirits possess all of their formidable hand to hand skills and immunity.  They are quite vulnerable to magical attacks, particularly those based on flame, force and light.


<color=blue><b>Soul Thief:</b></color>
________________________

This creature resembles a human corpse. Its wild, frantic eyes burn with malevolence. The leathery, desiccated flesh is drawn tight across its bones, and the teeth have grown into sharp, jagged needles.

These roguish undead are far far more nimble than their desiccated form would lead one to believe.  They are almost cat-like, and can given even an experienced thief a run for their money.  They resist turning and bludgeoning, but are unable to stand toe-to-toe long with melee.  Be cautious, as they will attempt to approach spell casters from stealth, and launch devastating sneak attacks.


<color=blue><b>Wretched Sailor:</b></color>
________________________

This animated corpse is sopping wet, as if it just crawled from the water. The air around it is thick and cloying, exuding the essences of the corpse's watery grave.

As undead swashbucklers, these creatures fight with more grace than one would expect.  Fortunately, they can be dealt with in a rather strait-forward manner using piercing or bludgeoning weapons - they resist slashing damage.


<color=blue><b>Death Knight of the Emerald Vale:</b></color>
________________________

Two pinpoints of orange light glow within the eye sockets of this creature's blackened skull. Charred, battered armor covers what remains of its decayed body.

More powerful than a standard death knight, these creatures have powers not seen in most death knights for many years.  They can conjure powerful fireballs, symbols and even instantly slay a weakened opponent with a single word.  They are exceedingly difficult to turn, and quite powerful in melee.  Only a combined effort of magic, brawn and divine power will bring these terrible foes down.


<color=blue><b>Tucker's Kobold:</b></color>
________________________

Kobold hides are typically a rust-brown or reddish black color, with ivory-colored horns. Their heads are vaguely draconic, and their eyes glow red - letting them can see accurately in lightless conditions up to 60 feet away. Kobolds smell like a cross between damp dogs and stagnant water.
 
Something about this particular tribe is... off.  While not significantly more powerful than their lesser ilk, these kobolds seem possessed of a malevolent intellect and sinister cleverness.  Exercise extreme caution, as these creatures make up for their weakness through masterful use of terrain and traps.


<color=blue><b>Tomb Golem:</b></color>
________________________

This lumbering construct appears to be nothing more than an animated suit of blackened armor, with two red pinpoints of light in place of it's eyes.  It clutches a cursed two-handed sword that brings doom upon anything struck.  

The Tomb Golem is a rare automaton created by powerful clerics to guard tombs or other important locations from desecration.  These creatures are ferocious in battle, swinging deadly two-handed swords which lay vicious curses upon anything they strike.  Even more distressing, the constructs are nearly immune to physical and most magical attacks.  Their only real vulnerability is sonic damage, which deals a terminal blow with every strike.


<color=blue><b>Bone Steel Skeleton:</b></color>
________________________

These strange undead creatures appear to be the customized handiwork of the Necromancer Ithefelle.  They seem to possess no free will, and are capable of following only the most simple instructions.  On the other hand, given the morally questionable acts their master, this might be seen as a "design feature."

The skeletons seem to have been magically coated with some manner of porous metal, rendering them highly resistant to most physical and magical attacks. However, a quirk in their construction renders them extremely vulnerable to acid - something a canny adventurer would do well to exploit!


<color=blue><b>Great Mimic:</b></color>
________________________

Mimics are strange aberrations which assume the form of furnishings, chests and other household objects.  When prey attempts to interact it, the hapless creature often finds itself stuck to the mimic by its powerful adhesive.  Thus trapped, the monster commences chewing the victim into jagged hunks of kibble.

While these aberrations are quite lethal, an astute observer can often identify them at a distance, and prepare appropriate counter-measures.   Stationary traps, barrier type magics, (or more prudently.... leaving the creature be), are all helpful in dealing with these horrors.


<color=blue><b>Adamantine Clockroach:</b></color>
________________________

Constructed from solid adamantine, these creature resembles giant clockwork cockroaches.  They swarm over targets, tearing them to pieces with their vicious, acidic bites.  The constructs are often created by the truly depraved to keep crypts of dungeons clear of detritus.  Such as, (for example), the remains of slain adventurers.

Fortunately, these contraptions are quite vulnerable to electrical attacks, which can make short work of the abominable mechanical bugs.


<color=blue><b>Skeletal Champion:</b></color>
________________________

These horrors are created from the corpses of powerful and evil heroes, wielding titanic swords and clad in battered Mithral Plate Armor.  Their eyes glow with a malevolent light and their actions are guided by the evil powers responsible for their un-life.

This creature is susceptible to bludgeoning attacks, holy magic and clerical turning attempts - but thrusting and slashing attacks are nearly useless against their hardened bones and Mithral Plate Armor.


<color=blue><b>Rust Monster:</b></color>
________________________

The size of a large wolf, these insect-like creatures are the bane of warriors and smiths.  The Rust Monster's squat body is protected by rust-red armor plates that fade into a softer lumpy yellowish hide on its underside.  The creature has an armor plated tail with bony paddle-like projections extending from it's rear, and sports the two greatly feared prehensile antennae on its head.

While Rust Monsters have no particular strengths or weaknesses to attack types, a prudent combatant kills them out at range - and quickly... lest their equipment be destroyed.  Any metal object which strikes or is struck by the creature has a chance to quickly corrode  away into a pile of red powder and rust flakes! 

 

One intriguing bit of behavior - should metal objects be dropped on the ground, there is a chance the beast will race to the items and ravenously consume then - giving savvy adventurers a moment to slip by or slay the wretch with a ranged assault.


  • rjshae gefällt das

#7
Sabranic

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I made that one.  But it's not supposed to be a fresco, while the paintings lining the hall are frescoes.  Admittedly, the original description doesn't explicitly say that the face is carved in relief, and the original illustration is too crude to tell, but the classic cover art makes it clear that it's a carving, not a fresco.  Additionally, the later Return to the Tomb of Horrors explicitly describes it as a carving of green stone, and the illustrations in that module depict it as such.

 

You are absolutely correct in that.  I actually went to a hobby shop and bought the second edition module "Return to the tomb of Horrors" from the used section in preparation for this.  Is it possible to color the face, since there are two green relief's and a blue one? 

 

Oh, and we have plenty of surprises in store for people who've fought their way through the tomb in the past.  ^_^



#8
Tchos

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Yes, I'd just have to add a tint map.

 

Also, I'm interested to see Tucker's kobolds in use.  :)  I've read of them before.



#9
Sabranic

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Yes, I'd just have to add a tint map.

 

Also, I'm interested to see Tucker's kobolds in use.  :)  I've read of them before.

 

They've taken up residence in the transition tunnel. 

 

"So you say you're not scared of a 60 hit point kobold?"

"You will be."

 

:D



#10
Sabranic

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HOUSING MANUAL - Volume 3.4

Welcome to the Crossroad Keep housing zone manual!  We hope this helps clear up your questions and helps speed along your enjoyment of the area.

TABLE OF CONTENTS
- Table of Contents
- Overview
- Buying a House
- Selling your House
- Housing Amenities
- Available Housing
- Payment Slugs


OVERVIEW

Player housing is a great way to foster community, provide needed - secure - off-character storage and for creating long-term character goals. Additionally, the various types of housing introduce numerous role-playing options - and delicious mind-traps for those of us who like sorting their M&M's by color.  (Don't be shy - feed the OCD!)

For the more practical hero, player housing streamlines some of the game's more tedious elements, and allows them to focus on the parts of Neverwinter Nights 2 they enjoy.


BUYING A HOUSE

Buying a house is easy - simply purchase a Master Key from Master Veedle in the War Room on the 1st Floor of Crossroad Keep.  Congratulations!  You now own that room or dwelling!  You can then begin moving in, emptying your bags into chests and making liberal use of your new home's features!

IMPORTANT: Don't misplace your Master Key!  If you lose it, not only will you be unable to sell your room or house, you will find yourself locked out!  Should you lose your Master Key, you will need to contact the administrator to generate a new one.  

There are five Spare Keys located in the chest at the foot of your dwelling's bed.  These keys will grant one-time entry to your residence, so don't hand then out to anyone untrustworthy!  Additionally, once per day, your Master Key can generate a single Spare Key.


SELLING YOUR HOUSE

To sell your home, simply return to Master Veedle, and sell him your Master Key.  It will then be available for other interested players to purchase.  Please note that Master Veedle will charge 10% of the home's value when you sell it - so you will receive slightly less than you paid for the property.  Also be certain you empty the house or room of your belongings - once you sell the key, you will lose access to the property for good.


HOUSING AMENITIES

- Bed: (All)
Every hero needs a place to rest, and even the most basic rooms have a bed.  Sleeping in a bed causes a player to regain all of their hit points, limited-use skills, and spells for the day.

- Mail Box: (All)
All rooms, suites, mansions and houses have a mailbox near the door.  Players may use these to transfer messages, items, payment slugs, or crafted equipment to one another when offline.  Please note that mailboxes are insecure, and anyone can open and remove items from them.  

- Locking Doors: (All)
All houses and rooms can only be opened by a player with the proper Master Key.  DO NOT LOSE YOUR MASTER KEY!  If this happens, you will be unable to get into your house or room!

- Master Key: (All)
Every residence has a Master Key - a small magical item that not only unlocks your door, but can create one Spare Key per day.  The Spare Key can be given to a trusted ally to enter your residence one time before vanishing.

- Spare Keys: (All)
Every room and house, regardless of size, has five one-time use spare keys in the chest by the bed.  Be very careful with these, as anyone possessing the key can enter your room!  Your Master Key can also generate spare keys - one per day.

- Storage Containers: (2-10)
Rooms and houses have containers for storing items and equipment.  The more expensive the room or house, the greater the number of storage receptacles. These can take the form of chests, cupboards, desks, dressers, barrels and more.  A storage container can hold 142 objects before becoming full.

- Bookshelves: (0-8)
Bookshelves are a great way to sort books and scrolls, (although they can hold other types of items as well).  Bookshelves can store 142 items total.

- Waste Bin: (0-1)
Waste bins destroy anything placed in them.  Be careful what items you put in the trash - the bins are capable of destroying some quest-items as well as mundane junk!  To use the waste-bin, drop an item into the waste bin, and then pull the disposal lever.

- Washtub: (0-1)
Washtubs are a great way to relax and unwind - and they also purge a most long-term status ailments when used.

- Kitchen Table: (0-1)
Kitchen Tables allow players to eat and regain their strength.  Any player eating at their kitchen table gains a temporary +1 bonus to all attributes. (Lasts 15 minutes or until resting).

- Guestbook: (0-1)
A guestbook enables the party creation window.  Using this interface allows a player to create a group using their local saved characters.

- Crafting Tables: (0-1)
For players with trade-skills - such as "Alchemy" or "Create Wondrous Object" - crafting tables are necessary to forge powerful and exotic items.  Players with their own crafting centers never need to wait in line for other players - and they can rest to re-shuffle spells on-the-spot, without needing to return to their residence or the Phoenix Tail Inn.

- Crafting Merchant: (0-1)
Crafting merchants sell a wide array of items that heroes with trade-skills can use to build powerful weapons, armor, scrolls, potions, and miscellaneous magical items.

- Crafting Shelf: (0-1)
This is a specialized crafting shelf with numerous containers, sacks, chests and barrels for organizing and sorting the wide array of crafting materials.

- Rest Anywhere: (0-1)
An exclusive property of houses, players inside their home can rest in any room at any time.  This is an especially useful feature for those using trade-skills, who often need to re-memorize different spells to enchant magical objects.

- Personal Fence/Merchant: (0-1)
A representative of the Shadows Thieves of Amn will set up a small store in your home.  He will pay more than standard vendors for items, (even stolen ones), and is willing to buy almost anything.  He has a larger than normal gold pool, and will take quite some time to go broke.

- Hidden Room: (0-1)
Some houses boast a hidden chamber, accessible by a secret door, for storing valuables or just showing off.

- Wolf's Minion: (0-1)
All houses feature one of Wolf's "Minions" patiently waiting near the door.  These small children can take players nearly anywhere within the keep instantly, by selecting from a list of options.

- Armory: (0-1)
Warriors oftentimes collect weapons in such staggering variety that simply dumping them in a chest won't do.  For these connoisseur of cleaving, only a fully appointed armory can properly sort, store and, (more importantly), show off their collection of glistening steel death.

- Bar: (0-1)
For the most elite nobles, only a household bar, complete with barkeep, will do.  Here players can purchase alcoholic drinks drinks for a moderate fee.  

- Treasury: (K.C. Quarters Only)
The treasury - accessible only by secret door - is fully stocked with a fortune in gold, precious jewels, crafting materials and rare magical objects from the Knight Captain's many adventures.  


AVAILABLE HOUSING

 

- Rooms in Crossroad Keep:
COST: (5,000 Gold)
The simplest accommodations available to a player, the rooms are located on the 2nd and 3rd floors of Crossroad Keep. Rooms have:
- Mailbox
- Master Key
- Spare Keys
- Bed
- 1x Trunk
- 1x Armoire

 

house1.jpg

 

- Suites in Crossroad Keep:
COST: (25,000 Gold)
A big Upgrade from rooms, suites are more spacious and elaborately decorated than simple rooms.  All suites are located on floors 2 and 3 of Crossroad Keep, and feature the following amenities:
- Mailbox
- Master Key
- Spare Keys
- Bed
- Washtub
- 1x Trunk
- 2x Armoire
- 1x Desk
- 1x Bookshelf

 

house2.jpg

 

- Houses Outside Crossroad Keep:
COST: (100,000 Gold)
The simple thatch and wood houses outside Crossroad Keep's walls are sturdy and practical.  They certainly provide a good value for the cost!  These homes have two floors and host these features:
- Mailbox
- Master Key
- Spare Keys
- Bed
- Washtub
- Kitchen Table
- Guestbook
- Waste Bin
- Rest Anywhere
- Wolf's Minion
- 2x Trunks
- 2x Armoires
- 1x Desk
- 2x Bookshelves
- 1x Weapon Rack
- 1x Armor Rack

 

house3.jpg

 

- Houses in the Courtyard:
COST: (250,000 Gold)
The courtyard homes are clean and well-appointed merchant-class dwellings.  They are a superb choice for tradesmen who want access to their own personal crafting centers. Mercantile houses have three floors and a host of wonderful amenities including:
- Mailbox
- Master Key
- Spare Keys
- Bed
- Washtub
- Kitchen Table
- Guestbook
- Waste Bin
- Rest Anywhere
- Wolf's Minion
- Hidden Room
- Crafting Benches
- Crafting Merchant
- Crafting Shelf
- 3x Trunks
- 2x Armoires
- 1x Desk
- 1x Nightstand
- 1x Small Chest
- 3x Bookshelves
- 2x Weapon Racks
- 2x Armor Racks

 

house4.jpg

 

- Estates in the Courtyard:
COST: (1,000,000 Gold)
For the truly wealthy adventurer, it's possible to purchase a grand estate in the courtyard.  These three story structures are opulently attired in the finest of furnishings and feature a absolutely staggering array of storage options and utility.  Estates have the following features:
- Mailbox
- Master Key
- Spare Keys
- Bed
- Washtub
- Kitchen Table
- Guestbook
- Waste Bin
- Rest Anywhere
- Wolf's Minion
- Crafting Benches
- Crafting Merchant
- Crafting Shelf
- Personal Fence/Merchant
- Armory
- 10x Trunks
- 4x Armoires
- 2x Desks
- 2x Nightstands
- 2x Small Chests
- 8x Bookshelves

 

house5.jpg

 

- The Knight Captain's Quarters:
COST: (25,000,000 Gold)
Live the legend.  Own the keep.  
- Master Key
- Spare Keys
- K.C. Bed*
- Washtub
- Hidden Room
- Armory
- Treasury
- Harvest Cup**
- Harvest Mead**
- Deed to Crossroad Keep***
- Treasures Chronicling the travels of the Knight-Captain
- 1x Trunk
- 1x Armoire
- 1x Desk
- 1x Nightstand
- 1x Small Chest
- 1x Potion Case
- 1x Weapon Rack
- 1x Armor Rack
*The Knight Captain's Bed has the combines effects of a Bed, Kitchen Table and a Washtub.
**Special Trophy Items.
***This special item marks the player as the rightful owner of Crossroad Keep - the Knight-Captain.  As such, they are given a huge discount on all goods and services within the keep.  Additionally, the character is given 10,000 gold per month - their cut of the taxes and rents payed by the various merchants working on the property.  Finally, as the military commander of the base, the hero may requisition an entourage of Greycloaks to follow them on adventures.

 

house6.jpg


PAYMENT SLUGS

Payment slugs are small trade-tokens which can be bought with gold, transferred, and then sold to Master Veedle to be redeemed for a cash value equal to 90% of their cost.  (10% of the value is kept by the vendors as a service payment - and to account for the "appraise" non-weapon proficiency.  

Payment slugs are very useful when transferring gold to alternate characters, storing cash in one's house/room, or depositing payments in the mailboxes of tradesmen for crafting services in advance of a big project.

Slugs exist in the following denominations:
- 10 gold
- 50 gold
- 100 gold
- 500 gold
- 1,000 gold
- 5,000 gold
- 10,000 gold
- 50,000 gold
- 100,000 gold



 

NPC Interaction:

 

Welcome to Crossroad Keep!  I am Master Veedle. I've been changed by Lord Nasher Alagondar with maintaining, improving, engineering, and allotting housing for the fortress and it's surrounding lands.

I'm interested in your services.
That's nice... see ya later.

How can I be of assistance?

I'd like to purchase or sell some property.
Most excellent - please choose a property and buy the appropriate Master Key!  Each key includes a short description of the property and it's amenities.

I need to purchase or exchange some Payment Slugs.
Very well then.

How do I buy a house?
Please refer to the Housing manual, which you can purchase from me for a small fee.

How do I use Payment Slugs?
Payment slugs have an equivalent gold value.  You can trade them in to me at a 10% buy-back fee any time you'd like.  They are useful as a medium of exchange when cannot interact face to face with another person - perhaps as a gift to your descendants, or as payment tucked into a blacksmith's mailbox.

I've lost my Master Key!!
Oh dear!  I am afraid you are in quite a pickle!  I hope nothing too valuable was stored on your property!  Were I you, I'd attempt to contact the nearest omnipotent authority figure - someone with even more power over the world than Elminster Aumar!  A tall order indeed, but without some divine intervention, I am afraid your situation is hopeless!  

I need nothing at the moment, thanks.


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#11
andysks

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This is unbelievably ambitious. Great stuff.



#12
Sabranic

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The thieves guild: 98% Complete

 

thievesguild.jpg

 

thievesguild2.jpg

 

thievesguild-4.jpg

 

thieveguild3.jpg

 

guildhall_10.jpg

 

Implemented Features:

- Brothel - complete with disease - tastefully done, rated PG.

- Stocked Bar.

- Thieves Training Area.

- Uncus'a Shop/Fence.

- Card Games - Low, Medium, high stakes table.

- Dice Games.

- Dart Games

 

Planned features:

- Axle is Evil Alignment Fetch Quest giver.



#13
Sabranic

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Theater - 40% Complete

 

theater2.jpg

 

theater3.jpg

 

theater4.jpg

 

theater1.jpg

 

Implemented Features:

- Instrument and costume shop.

- Conversations with the planar acting troop.

- Hamlet Rehearsal with the latest "recruits" from the cage.

- The part of the Nameless-One will be played by Biff the Understudy, due to.... unforeseeable complications.

 

Planned Features:

- A live partial production of Hamlet, starring Mortimer Rictusgrin as Yorik.

(...wait... how did he get top billing...)



#14
Sabranic

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Phoenix Tail Inn & Tavern - 98% Complete

 

inn.jpg

 

inn2.jpg

 

Implemented Features:

- Fully Stocked Bar with fan favorites from the last 20 years of AD&D

- Duncan and a host of other NPC's.

- Rooms for rent, ranging in quality from peasant to nobility.

- Purchasable Food (allows resting).

 

Planned Features:

- Numerous NPC interactions.

- Several romance related dialogs with Gann if the KC fell for him in MotB.



#15
Sabranic

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Crossroad Keep Barracks - 95% Complete

 

barracks1.jpg

 

barracks2.jpg

 

Implemented Features:

- Greycloak Equipment Merchant.

- Holding Cells.

- Sleeping Quarters.

- Cafeteria.

- Officer's Quarters.

 

Planned Features:

- Troop interactions and conversations.

- Requesting Greycloak Escorts (Providing the player has the Crossroad Keep Deed).



#16
Sabranic

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Safiya's Laboratory - 75% Complete

 

safiya1.jpg

 

safiya2.jpg

 

safiya3.jpg

 

safiya4.jpg

 

Implemented Features:

Level Design

 

Planned Features:

- Several humorous Interactions with Kaji.

- Quest to restore the Construct to working order - and allow Safiya to summon it as her familiar.

- Several romance related dialogs if the KC fell for her in MotB.


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#17
rjshae

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It sounds very ambitious. It's perhaps not quite my cup of tea, but I know there are players who will enjoy this style of game.


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#18
Sabranic

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NPC Designs:

I may not use all of these, but in learning the tool-set I revamped the look of each NPC and created dozens more.  Here are some samples.  (Many of the designs have changed fairly significantly since these screenshots in 2013).

 

belueththecalm.jpgbevilstarling.jpgcasavirofneverwinter.jpg

 

charissamaernos.jpgchirdarkflame.jpgfinchofcormyr.jpg

 

gannofdreams.jpgkaelynthedove.jpgkidrost.jpg

 

khelgarironfist.jpgkravintermay.jpglastrikassireh.jpg

 

mantidesofwestgate.jpgmicadrost.jpgneeshkabaneofleldon.jpg

 

quarreldevir.jpgrinaraladyofshivs.jpgsabranicsvengund.jpg

 

safiyaofthay.jpgsoraevoraaeravand.jpgumojaofchult.jpg

 

inshulasarmashewe.jpgarenaceusmagaofthezannesu.jpgribsmasheroficewinddale.jpg



#19
Sabranic

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Development Diary 2/26/16:

- Working on improving the level design of the final level of the tomb of horrors.

- Attempting to get the stone of recall working for the Mordenkainen's Magnificent Mansion.

 

dev22616.jpg



#20
Sabranic

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Development Diary 2/27/16:

- Continuing revamp of throne level.

- Making another attempt at a recall stone.

- Creating a Tomb Golem monster as additional punishment for those failing to open the valve-door.

 

dev22716.jpg

 

--

 

Tomb Golem

This lumbering construct appears to be nothing more than an animated suit of blackened armor, with two red pinpoints of light in place of it's eyes.  It clutches a cursed two-handed sword that brings doom upon anything struck.  

The Tomb Golem is a rare automaton created by powerful clerics to guard tombs or other important locations from desecration.  These creatures are ferocious in battle, swinging deadly two-handed swords which lay vicious curses upon anything they strike.  Even more distressing, the constructs are nearly immune to physical and most magical attacks.  Their only real vulnerability is sonic damage, which deals a terminal blow with every strike.



#21
Sabranic

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Crossroad Keep Treasury - 100% Complete

 

vault2.jpg

 

 

vault1.jpg

 

vault3.jpg

 

vault4.jpg

 

Implemented Features:

- Vault contains various trophies from the OC, MoWG and MotB.

- Level design complete, took hours to make certain the "gold" stacked with no visible clipping and transparent sides.

- 3 Vault Chests filled with gold, essences and gems.

- Vault only accessible with CK Keep Deed.

 



#22
Sabranic

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Cromwell's Training Range - 45% Complete

 

training1.jpg

 

training2.jpg

 

training-3.jpg

 

Implemented Features:

- Layout Complete.

- Cromwell's Store and Tend Design Complete.

- Differing levels of dummy resistance complete.

 

Planned Features:

- Lever to regenerate the hit points of damaged/destroyed targets.

- The ability to set the damage reduction of various targets.

- The ability to set the type of damage reduction to various targets.



#23
Sabranic

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Mordenkainen's Magnificent Mansion - 100% Complete

 

mansion2.jpg

 

mansion3.jpg

 

mansion4.jpg

 

Implemented Features:

- Layout Complete.

- Every usable object given a through description to explain purpose.

- Eating at the table temporarily buffs stats.

- Resting on the bed recovers spells and health.

- NPC Vendor to sell/buy from.

- All Crafting benches.

- Scores of storage containers.

- Working Kegs.

- SoZ Party Creator (Passenger Manifest)

- Traditional Companion Party Organizer

- Functional Charged Recall Stone for teleporting back into the mansion.

- Working portal to numerous locations.

- Example Ward stones to enable teleporting to various areas.

- Doors automated to close after using. 



#24
Sabranic

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Meet Kistrel:

 

kistrel1.jpg

 

Name: Kistrel Elsydar

Race: Half Elf

Age: ??? (Appears to be late 20's)

Class(s): Sorceress

Favored Weapon: Quarterstaff

Favored Spells: Ice Magic

Deity: Sune

Alignment: Chaotic Good

File Download: Click HERE to Download Lvl 1/10/20/30 version of Kistrel

Equipment Files: Click HERE to download

 

kistrel2.jpg

 

Background:

 

Kistrel is usually cheery and optimistic, her bubbly personality often times annoying her companions.  Her bright blue eyes contrast with her dark hair, and she's quick to crack a beaming grin - especially when catching the gaze of those who rescued her.  She harbors somewhat simplistic notions of the world, nearing the point of naivete, and takes most anyone at their word.  Whether this is her natural personality or a result of her transfiguration into a spider is unknown.

When asked about her history, Kistrel furrows her brow and stutters a bit.  After her many long decades imprisoned in arachnid form, much of her past is little more than a misty, half remembered dream.

The sorceress vaguely recalls refining her magical prowess serving with the Spellguard of Silverymoon, and thinks she participated in the Battle of Keepers Dale alongside the defenders of Mithral Hall.  Or perhaps not.  Like so much of Kistrel's past, the specifics are foggy at best.

While most of the faces and the names behind them have long since faded, one remains - and it's recollection brings equal measures of revulsion and terror - "Kaiser."  Kistrel has long lost the why or the how of it, but this title has been indelibly burned into her memory.

Despite the difficulty recalling her past, she fights like a seasoned veteran, hurling destructive magics in all directions with precision.  What Kistrel has lost in refined spellcraft, she more than compensates for with instinctual brilliance.

 

Equipment:

 

Kistrel's Signet Ring:
This strange ring bears the seal of the elven house Elsydar upon it.  It is the only piece of equipment Kistrel retained after being  transformed into a spider - though she has no memory of how she came upon it.

Powers:

- Sorceress Bonus Spell Slot Level 4

- Sorceress Bonus Spell Slot Level 5

- Sorceress Bonus Spell Slot Level 6

- Immunity: Paralysis

- Cast Spell: Detect Traps, 1/Day

- Usable by: Sorceress, Chaotic Good, Half Elf

 

Kistrel's Banded Ring:
This lovely ring was commissioned from Sand by Qara.  Initially, the elf refused her request out of pure spite, but after careful  consideration, pretended to recant. The mage intended to secretly weave powerful divination and abjuration spells into the ring, which he could then trigger - with her as the target,  Qara was killed before it's completion, and Sand later sold the unfinished project to the Knight Captain at a discount.

Powers:

- Sorceress Bonus Spell Slot Level 1

- Sorceress Bonus Spell Slot Level 2

- Sorceress Bonus Spell Slot Level 3

- Bonus Charisma: 7 Points

- Usable by: Sorceress, Chaotic Good, Half Elf

 

Kistrel's Traveling Backpack:
Kistrel keeps this bag packed with an eclectic collection of objects, both mundane and magical.  Perhaps she's holding onto some of this junk because it's special to her.  Or,  maybe these objects serve as a focus for her innate magical powers.  Or... they could just be shiny.

Powers:

- None



#25
Sabranic

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Development Diary 3/4/16:

- Finishing Kistrel's equipment.

- Creating Level 1, Level 10, Level 20 and Level 30 .bic version of the character.

- Uploading and compressing files.

- Added Kistrel to the party GUI.

 

Download Kistrel HERE.