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NWN 2 Conclusion Campaign + Tomb of Horrors Revamp


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#26
Sabranic

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Meet Bodvarr:

 

bodvarr1.jpg

 

Name: Bodvarr Falgeirrson

Race: Human

Age: 36

Class: Barbarian

Favored Weapon: Dual Battleaxes

Deity: Uthgar (Exarch of Tempus)

Alignment: Neutral

File Download: Click HERE to download level 1/10/20/30 versions of the character.

Equipment Download: Click HERE to download .UTI versions of his equipment.

 

bodvarr2.jpg

 

Background:

 

Bodvarr was born among the Uthgardt Thunderbeast tribe, son of Falgeirr and Astrid.  His clan had long clung to a tenuous foothold in the frozen tundra near Bryn Shander. (Having been driven north by their ancestral enemies, the Grey Wolves).  

Life was harsh, but despite this - or perhaps because of it - Bodvarr grew into a strong and powerful warrior, honoring the traditions of his people.  His tribe survived by raiding caravans, hunting and trading the ivory of the Knucklehead trout to the inhabitants of the Ten Towns.  It was a difficult but rewarding life... until the day the dark ones came.  

The creatures looked like elves to Bodvarr's eyes, but their skin was the color of ebony and their number beyond counting. Although the Thunderbeast tribe slew ten of the invaders for every one of their proud warriors, they were gradually but surely overwhelmed.  Bodvarr himself was struck down by their leader - a vicious woman wielding a morning star and the perverse magics of her dark goddess.

Three days following the massacre, Bodvarr awoke, and pulled himself from beneath a half burned pile of corpses. Though a breath away from dying, the barbarian was filled with a terrible new resolve - he would track these monsters across this world, (and into the next if necessary). He would know no rest until they had tasted vengeance for the slaughter of his kin.

Recovering his axes, he rose from the ashes and began his journey south, following the cold trail of his sworn foes...

 

Equipment:

 

Surtr's Rage:
This battleaxe is part of a matched set, and is one of the ancestral weapons of the Thunderbeast Tribe.  The weapon gained its power over the years through a combination shamanistic ritual, the blessings of Uthgar and ancestral bond of being passed down for many generations from father to son.

Named for the scorching flames continually licking it's razor edges, Surtr's Rage cleanses tribal enemies with fire and blood.  It is the bane of Trolls, Frost Giants and White Dragons.
Powers:
- Enhancement Bonus +4
- 6d6 Fire Damage
- Keen
- Fire Resistance + 50%
- Usable by: Human, Barbarian, Neutral

 

Fafner's Breath:
This glistening battleaxe is the mate of Surtr's Rage.  Ritual magic, Uthgar's blessing and ancestral worship have empowered this axe with great power over the many decades since it was forged.

Much like it's namesake, this weapon's bite freezes it's foes to their very soul, bringing on frostbite and slowing their actions with each cleaving blow.
Powers:
- Enhancement Bonus +4
- 6d6 Cold Damage
- Massive Critical + 2d10
- On Hit: Slow, 25%, 2 Round Duration
- Usable by: Human, Barbarian, Neutral

 

Hrungnir's Stride:
Tribal legend claims these boots channel the raw physical power of the jotnar Hrungnir. When worn, the fur-lined boots greatly magnify the strength of their wearer, granting the might might to crush granite with their bare hands.  Such is their might that no foe may knock their owner to the ground, and even powerful magics such as entangle or web fail to slow one's charge.
Powers:
- Strength +6
- Immunity to Knockdown
- AC Bonus +4
- Freedom of Movement
- Usable by: Human, Barbarian, Neutral



#27
Tchos

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Just want to mention I like the direction you're taking these OC characters.


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#28
Sabranic

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Just want to mention I like the direction you're taking these OC characters.

 

Thanks! My goal is to keep everyone returning true to their origins and nature without going too far and "Flanderizing" them.  For the existing characters I am not looking to push a ton of character-growth or moving them in screwy directions.  Most of these people have reached a point of "being who they are."  They've already conquered or succumbed to their personal demons, and I need to focus on tastefully maintaining what occurred in previous narratives.  Many of these NPC's are cherished by the community, and it's my responsibility to preserve the essence of who they are. 

 

The three new characters, Kistrel, Bodvarr and ___________ (still in the process of re-writes on the third), will be the ones who get to follow the "hero's arc."  Since they are new characters, I am free to develop their personalities, and provide opportunities for the player to influence their final development.  Each have deep seated scars and emotional wounds inflicted by the new antagonist, and the player will be able to steer them towards morality or utter depravity. 

 

My current plan is to allow Kistrel and Bodvarr to be romancable if the players lacks the feats for Gann or Safiya's affection.  I am not 100% certain how I will check this, but as I learn more of the toolset, I am sure i can use a conditional,



#29
Sabranic

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Development Diary 3/5/16:

- Finishing Bodvarr's equipment.

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

- Uploading and compressing files.

- Added Bodvarr to the party GUI.

- Added .UTI versions of new equipment for Kistrel and Bodvarr.

- Updated Kistrel and Bodvarr entries.

- Capturing screen shots for Bodvarr.

- Correcting Typos.

- Creating 14 Uthgardt totems and adding to stores.

- Updated features page - companions update, new equipment tier feature.

 

Download Kistrel HERE.

Download Bodvarr HERE.

Download Kistrel's Equipment HERE.

Download Bodvarr's Equipment HERE.



#30
Sabranic

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Opinion Request:

 

I am currently toying with the idea of reducing all of the campaign NPC's to level 1 in their initial class, (with the exception of Safiya for obvious reasons), and then granting them enough EXP to reach level 20 when they join the party.  This will give players the opportunity to fully customize the characters to their play style. 

 

What got me started in this direction:  When I look at what I came up with for character builds, and contrast those builds with some of those HERE: http://nwn2db.com/build/?20823 ....well let's just say I concocted some pretty sub-standard designs by contrast.  Especially since I am attempting to build the most challenging EPIC campaign ever made.  Providing less than optimized party members may result in them never being used in favor of a player made party.

 

So what is the opinion on this?  Am I ruining immersion in the game world or giving the player the freedom to customize their NPC's to their liking?

 

Thanks in advance for any thoughts.



#31
Tchos

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When it's a matter of gameplay vs immersion, I'll choose gameplay, but I don't see that being allowed to spec your party members from the bottom necessarily inhibits immersion any more than being able to spec them as you see fit in all levels going forward. 

 

On the other side, I also don't think that characters necessarily need to be optimised to win the game.  Strategy plays a part in it as well, and that's on the user side.  Also some amount of chance.


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#32
Arkalezth

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I don't see that being allowed to spec your party members from the bottom necessarily inhibits immersion any more than being able to spec them as you see fit in all levels going forward.

 

This. And if a player chooses to take levels on a class that make absolutely no sense, that's their problem.

 

There's always the option of allowing the player to level up and customize companions, but restricting each of them to a few RP-fitting classes. Arguably the best of both worlds.


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#33
Sabranic

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This. And if a player chooses to take levels on a class that make absolutely no sense, that's their problem.

 

There's always the option of allowing the player to level up and customize companions, but restricting each of them to a few RP-fitting classes. Arguably the best of both worlds.

 

Belkar has spoken! 

 

Thanks for the input gentlemen!  It's greatly appreciated.



#34
Sabranic

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Development Diary 3/7/16:

- Creating levels 1-30 Pseudodragon Familiar.

- Creating levels 1-30 Sylph Familiar.

- Creating levels 1-30 Skeletal Minion Familiar.

- Creating levels 1-30 Intelligent Sword Familiar.

- Created 21-30 progression for Kaji, not currently used, but needed doing.

- Creating creature properties for each familiar, levels 1, 11 and 29.

- Creating Four tiers of Weapons for the Intelligent Sword.

- Creating Four tiers of Armor for the Skeletal Minion.

- Assigning the Pseudodragon to Kistrel as a familiar. 

- Creating descriptions for each new familiar.

- Adjusting the TLK file to show new titles/descriptions.

- Adjusting the .2DA file to accommodate the new pets while not interfering with Kaji or existing pets.

- Adjusting the .2DA fileso that the pet progression on all pets goes to level 30.

- Updating features documentation.

- Updated Kistrel Character download with all necessary pseudodragon assets.

- Updated Version of ToH uploaded to dropbox: https://www.dropbox....2/Tomb.zip?dl=0

 

pets.jpg

 

The Pseudodragon and the Sylph are statistically comparable to the other familiars.  A small granted boon when summoned, poor in combat ability, squishy, etc. 

 

The Sword and the Skeleton conversely can become capable combatants (Damage Dealer and Tank respectively) - the catch is a player will be required to get them higher than 21 - which means missing out on prestige classes.  The level 29-30 Sword and Skeleton are reasonably strong units if raised to level 30 and buffed.  (About on par with the vampire warrior in terms of rough combat effectiveness or durability).

 

swordpet.jpg

 

familiar-screens.jpg


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#35
Sabranic

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Development Diary 3/9/16:

- Writing the background of the final Companion.

- Creating its base look.

- Hating the cape's graphic in NWN2.  All of them.  This will definitely be a case of never show Armor.

- Inspecting with a custom prestige class to see if I want to integrate it into the campaign.



#36
Frosty44

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This sounds like an incredible endeavor!

 

I'll look forward to playing when you're finished!


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#37
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Meet Terukawa:

 

terukawa2.jpg

 

Name: Terukawa Urakami
Race: Human
Age: 43
Class: Fighter
Favored Weapon: Katana
Deity: Grumbar
Alignment: Lawful Neutral
File Download: Click HERE to download level 1/10/20/30 versions of the character.
Equipment Download: Click HERE to download .UTI versions of his equipment.

 

terukawa1.jpg

 

Background:

 

Terukawa Urakami's life is a tale of loss and rewards denied.  Heralding from the distant island of Wa, this former samurai spent many years fighting loyally for his empire, earning prestige and the respect of his peers.  Unfortunately, his canniness in the arena of warfare translated poorly into the peace which followed.  Underhanded political maneuverings quickly saw the Samurai stripped of fiefdom and title.  In the government's eyes, Urakami was a relic - an outmoded instrument of little utility to a shogunate transitioning to a lasting peace.  

Branded a ronin, Terukawa Urakami wandered the islands of Wa for years, trying his hand at mercenary work, fishing and even farming.  Whatever the vocation, he found no enlightenment, contentment or joy in his labors.  Despairing, he sought escape in sake and opium dens, until at last he was reduced to a penniless vagrant, sleeping in alleys and clothed in filthy rags.

Out of options and nearing the point of starvation, he hid aboard a merchant vessel and returned to the mainland of Tsukishima. Urakami was seeking the Sakurayu Dojo - home of his beloved sensei, the Kensai Inshin Oroshi.  Perhaps in the school of his youth, he might quell his many demons and regain some measure of his lost honor.

Oroshi was a stern but kindly man, and took no pleasure in his cherished student's disgrace. Inshin refused the ronin's request to instruct students - however, Terukawa was allowed to stay as a gardener - and at night, was granted free reign of the Dojo's facilities. Urakami gratefully accepted.  Finding a measure of peace in this simple existence, Terukawa began to regain his sense of self, while his body slowly recovered from its many slights.  But such contentment was not to last.

Isho Oroshi, Inshin's eldest son, was the master's finest - and most arrogant student.  By all accounting, he was among the greatest duelists of the era.  The boy knew nothing of patience or humility, and despite his prowess, was the least favored of Kensai's children.  When the aging master revealed the dojo was passing to his brother, Isho flew into a rage, and drew steel upon his sire.  Even at the age of fifteen, the lad battled his father to a standstill, pressing him dearly.  But as is so often the case, experience triumphed over youthful passion - badly wounded and disgraced, Isho was banished forever from his home.

At Sakurayu Dojo life was peaceful and quiet for some time - until one fall evening, as Terukawa was preparing to train, Isho Oroshi returned, alongside wicked allies from the western continent.  The group slaughtered many of the students and set the school aflame with dark sorcery.  Inshin ran to Urakami and ordered the ronin to escape with the youngest students, while the he took the battle to his despised son.  

Fleeing with the children into the darkness, Terukawa witnessed from afar the final defeat of his master, and Isho's triumphant claiming of the Oroshi family blade.  Upon reaching safety, he pledged himself to Inshin's surviving son - the three year old Harada.  Bowing before his new master, Terukawa Urakami swore upon life and honor that he would recover the sword and avenge their mutual father-figure.  

Once again finding purpose in duty, Urakami sent Harada into hiding, and began the long journey west...

Equipment:

Stone Blossom:
Forged from the scales of the mighty Li lung Hayate, this katana retains a fraction of his mastery over elemental earth.  When grasped by a worthy warrior, the blade's bite is capable of transmuting anyone struck into stone.  Additionally, the sword can call upon benevolent earth spirits to protect its owner from the strikes of enemies, restore those who have been transformed into stone and cause mighty earthquakes.

Stone Blossom is intelligent, and unwilling to serve those lacking a lawful outlook.  Duty and honor above all is the weapon's creed and calling. Those who forsake such a path find themselves abandoned by the blade.  
Powers:
- +4 Enhancement bonus
- Flesh to Stone on Hit (Level 15)
- Stone Body , 3 uses per day
- Earthquake, 1 user per day
- Usable by: Human, Fighter, Lawful Neutral

Terukawa's Do: (Mithral Banded Mail)
This masterwork suit of banded mail is peculiar to the eyes of westerners.  Forged on the island of Tsukishima, the armor reflects the sensibilities and fashion of the distant province.  Each strip of metal is laminated to prevent rust, and wrapped in fine silk bands - to both cushion blows and enhance the suit's aesthetics.  
Powers:

- None

Terukawa's Kote: (Gloves & Arm Guards)
These armored gauntlets are made from supple silk, sewn to a backing of fine mithral chain and laminated plates, forming flexible yet strong protection for their user's hands and arms.  They have been enchanted by a powerful Wu-Jen to enhance their owners martial prowess and to resist attacks.
Powers:
- +5 Dexterity
- +7 AC  (Armor Bonus)
- Bonus Feat: Power Attack
- Cast Spell: True Strike, Unlimited Uses
- Usable by: Human, Fighter, Lawful Neutral

Terukawa's Kabuto: (Helmet)
An heirloom of the Oroshi family, this beautiful helm is forged from russet strips of laminated mithral, held together by rivets and delicate silk lace.  A fierce Oni was bound to the helm, and his rage fuels its magic. On nights of a full moon, when all is still, the wearer can hear the demon's whispers, attempting to entice them to acts of brutality and wickedness.  
Powers:
- +4 AC (Deflection Bonus)
- +4 to all Saving Throws
- Immunity: Instant Death
- Immunity: Paralysis
- Usable by: Human, Fighter, Lawful Neutral

Terukawa's Suneate: (Greaves & Shoes)
These strips of slender laminated mithral protect their wearer's shins and knees from strikes.   
Powers:

- None

Terukawa's Hiadate: (Belt & Thigh-guards)
This supple silk sash is attached to a flexible mesh of burgundy laminated plates and chain mesh.
Powers:

- None

Terukawa's Hitatare: (Robe & Cloak)
An elaborately patterned silk garment which wicks sweat, aids in extracting arrows and cushions bludgeoning attacks.  
Powers:

- None



#38
Sabranic

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First off, thanks to Schazzwozzer for the great Samurai Armor:

http://neverwinterva...r-clothing-v101

 

Sorry for the delay, this fellow took a really long time to put together.  I had to do a great deal of research on Wa and the rest of the oriental campaign material:

- http://forgottenreal...kia.com/wiki/Wa

- http://nwn2.wikia.com/wiki/Kara-Tur

- Plus I bought the 1st Edition Setting Used and read it.

 

Then I had to learn about Samurai Armor and traditions:

http://www.shop.japa...armor-parts.jpg

 

Then of course I had to write a story, tie it together based on the fictional era, and integrate all of the pieces into the campaign.  (Plus make the actual character, equipment, get some screen grabs and write a post).  I am a long time DM and player - 25 years this spring actually - but we never explored any of the Kara-tur products, so it was unknown territory for me.

 

I tooled around with adding an actual samurai class to the campaign, but it was part of a much larger package of classes, and after five hours of attempting to extract just the Samurai and failing, I moved on.  It might be something to revisit later, but I also can't let one feature hold up the entire operation for a week while I struggle my way through the trial and error.



#39
Sabranic

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Development Diary 3/14/16:

- Rebuilding throne room and final level of Tomb of Horrors - serious baking issues necessitated splitting the throne into three separate maps.

- Cosmetic adjustments - trying to find a decent graphic for secret trap doors that does not turn black when scaled smaller.

- Several hours of testing to ensure the splitting of the maps did not result in broken destinations.



#40
Tchos

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A tip for scaling objects smaller like trap doors -- what it does is decrease the lighting range for that object, so that it needs a light to be closer to light the object up than if it weren't scaled.  But it seems to count each axis separately, so sometimes if you scale only in the X and Y axes, and leave the Z at 1, the lights will still be close enough to illuminate it and it won't turn dark.  Otherwise, you could try putting a light closer to it.


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#41
Sabranic

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A tip for scaling objects smaller like trap doors -- what it does is decrease the lighting range for that object, so that it needs a light to be closer to light the object up than if it weren't scaled.  But it seems to count each axis separately, so sometimes if you scale only in the X and Y axes, and leave the Z at 1, the lights will still be close enough to illuminate it and it won't turn dark.  Otherwise, you could try putting a light closer to it.

 

Ahh very good tip!  Thanks!  I see now that by adding some small light points near the trap doors does in fact solve the issue - thanks again!  Are there any good lightning guides you'd recommend?  I've been trying to keep various light sphere from touching one another, as I noticed problems when you had overlapping light sources combined with dark-vision or light on magical items, particularly near water.



#42
Tchos

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I wish there were a guide to recommend, because I consider lighting to be a very important part of area design, but I don't know of one.  But since you asked, I'll mention another thing to watch out for with the lights -- make sure none of them have the shadow intensity set to 1.  My rule of thumb is that it should never be higher than 0.6 unless you have a very good reason.  Mine average around 0.3, give or take a tenth.

 

Water does glitch out if you have too many lights, and player-emitted light does count as one.  I try to keep the number of lights down by using a higher radius and intensity.  Sometimes I can fake multiple lights with one larger light between the supposed light sources. 

 

Intensities higher than 1 (2-4) are also good if you want a strong colour (use the diffuse colour for that).


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#43
Sabranic

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Meet Eirinn: (Secret Companion)

 

eirinn1.jpg

 

Name: Eirinn Mac Cathmhaoil

Race: Sirine

Age: 421

Class: Fey

Favored Weapon: Spear

Deity: Lurue

Alignment: Chaotic Good

File Download: Click HERE to download level 1/10/20/30 versions of the character.

Equipment Download: Click HERE to download .UTI versions of her equipment.

 

eirinn2.jpg

 

Background:

 

This beautiful woman's skin has a greenish tinge, and her hair is the color of burnished platinum.  Her voice is silken, and Eirinn is nearly always softly humming a haunting melody. Her violet eyes are mournful and distant, and while she certainly has a many sad tales to tell, she is unwilling to share more of her background.

You freed her from eternal bondage in Acererak's labyrinth, and the grateful sirine has sworn to aid in your adventures - heedless of danger or motivation.  She is now a life-long companion, and she will follow you to her death - and beyond - if necessary.

As a sirine, Eirinn is naturally resistant to weapons unless they are magical or forged from cold-iron, (a lethal substance to fey).  If forced into unarmed combat, her attacks drain 1d4 points of intelligence with every blow - another gift of her fey heritage.

 

Equipment:

 

Gae Bulg:
This spear is crafted from intricately carved ironwood, with a point of tempered adamantine.  Its carvings depict numerous Celtic runes and legendary figures from fey lore.  The weapon is of such might that only fey royalty would ever be permitted to touch the relic.

In battle, Gae Bulg is capable of piercing multiple foes in a single thrust - and anyone wounded by its point finds their intelligence drained away.
Powers:
- Enhancement Bonus +4
- Bonus Feat: Cleave
- Keen
- On Hit: Drains 1d4 Intelligence, DC 24
- Usable by: Fey, Fey, Chaotic Good

 

Feywild Charm:
This charm is made from glittering darksteel, and channels the power of the feywild.  It can only be donned by the ranking members of the seelie court or their descendants.
Powers:

- +4 AC (Natural)
- Dominate Animal - 2 uses per day
- Dominate Human- 2 uses per day
- Dominate Monster- 2 uses per day
- Charm Animal - 2 uses per day

- Charm Human - 2 uses per day

- Charm Monster - 2 uses per day

- Bonus Feat: Spell Focus - Enchantment
- Usable by: Fey, Fey, Chaotic Good

 

Stormlord's Helm:
This fey helmet has the weight and texture of supple leather, but resists cuts and blows as though it were hammered steel.
Powers:
- Charisma: 5

- Wisdom: 5

- Strength: 5
- Immunity to Stat and Level Draining
- Usable by: Fey, Fey, Chaotic Good



#44
Sabranic

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Dialog Tree Sample: Presented below is a sample dialog tree that we are developing.

 

___________________________________________

(Player enters Dialog Trigger)

This roughly hewn cavern is filled with a cloying silver mist.  Jagged granite juts from the floor in a circular pattern.  Confined in its center is an enchanting woman with emerald skin, silvery hair and long pointed ears. She seems oblivious to your presence and mournfully sings a tune causing your very soul to retreat.  The dirge is simultaneously awful and wonderful to behold.

Staggering for a moment, you struggle to clear our mind - it's as though your ability to think rationally is draining away! To your horror, you realize the haunting melody is damaging your intellect more and more with every passing moment!

___________________________________________
(Player Response)


Slay this abomination quickly!  She is destroying our very minds with her horrible music!
(Alignment shift 40 towards evil, 40 towards Chaotic)
(Shift NPC to Hostile)


Flee!  We must escape her cursed song before we're all turned into idiots!


DIPLOMACY SUCCESS:  Please fair maiden, halt your tune, it is causing us great harm!  Walk free of the shadows and yield before us, or we'll be forced to destroy you!
(Required Diplomacy: 35)



INTIMIDATE SUCCESS: Listen you bint... and listen well - stop your caterwauling before I tear out your throat!  Come forward silently creature - or die.
(Required Intimidate: 35)



BLUFF SUCCESS: Jeeze lady... keep it down!  The boss-man paid a cart load of gold to hire us... he'd be down right pissed if you turn us into babbling dolts before we complete our job!  Get out here now!  
(Required Bluff: 35)



LORE SUCCESS: You recognize the creature as a Sirine - a fey spirit, and one rarely prone to belligerent or vile acts.  You suspect the creature is under some form of compulsion - it may be possible to convince her to halt her tune.

"Come out Sirine, we don't want to hurt you!"
(Required Lore: 35)



PERFORM SUCCESS: Recognizing the baleful music, you immediately begin to chant a countersong, cancelling the effect of her sad tune.

"Your voice is as sweet as any I've heard fine lass, but your tune carries ill on the wind.  Don't hide such a majestic face in the shadows, come hither and parley for a moment!"
(Required Perform: 35)

(Run script a_chanter_death)



DETECT EVIL SUCCESS: You can sense this creature's will is not wicked - perhaps she has been compelled to remain here?

 

"Creature, I detect no wickedness in you, please, face me!"
(Check for Paladin Class)

___________________________________________
(NPC Response)


The woman continues her miserable harmony, causing your sanity to further slide towards oblivion...

___________________________________________
(Player Response)


Please come forward creature!  I can sense your noble heart.  Do not force my hand - I do not desire your destruction!



Shut your mouth I said!  Get out here NOW - before death is the LEAST of your worries harpy!



Be silent!  I'm not in the mood for yet another senseless scrap, but if you don't knock it off and come forward, we WILL put you down.



Slay this abomination quickly!  She is destroying our very minds with her horrible music!
(Alignment shift 40 towards evil, 40 towards Chaotic)
(Shift NPC to Hostile)



Flee!  We must escape her cursed song before we're all turned into idiots!
(End Dialog)

___________________________________________
(NPC Response)


After a moment of lingering, the creature halts its song, and cautiously steps from the mists.

"H-hello?" she stutters, uncertain of your intentions.
(Run script a_chanter_death)

___________________________________________
(Player Response)


Now I have you!  Prepare to fall by my hand!
(Alignment shift 40 towards evil, 40 towards Chaotic)
(Shift NPC to Hostile)



Leave her be.  
(Run script a_chanter_damage_run)



Why do you remain in this place, hurting all who approach?

 

 

 

'Bout time you shut up!  What's your problem!?

___________________________________________
(NPC Response)


The fey does not respond, instead looking sadly at the floor - her eyes screaming to tell a tale her lips cannot.

___________________________________________
(Player Response)


Leave her be.  She seems unwilling or unable to respond to this question.
(Run script a_chanter_damage_run)



Now I have you!  Prepare to fall by my hand!
(Alignment shift 40 towards evil, 40 towards Chaotic)
(Shift NPC to Hostile)



SPELLCRAFT SUCCESS: You are obviously under some manner of geas - please... aid us!  Perhaps we can find some way of dispelling the magics holding you here.
(Required SPELLCRAFT: 35)



DIPLOMACY SUCCESS:  You seem to be under duress - we've had a rough go of things so far - would you care to join us - perhaps together we can escape this nightmare.
(Required Diplomacy: 35)



INTIMIDATE SUCCESS: So you can talk eh?  Listen up, you can either help us navigate this cesspit, or we can carve you into monster-kibble - which is it?
(Required Intimidate: 35)



BLUFF SUCCESS: Your... er... ummm... I mean "our" boss has ordered you to tag along - you know... to help us get around this deathtrap... er... I mean... lair... tomb... uh... place.  Nothing special... routine maintenance and a spot of endurance testing...  of the various traps and guardians.  Can't have good ol'Acererak getting his plottin' an schemin' disturbed or anything - right? 
(Required Bluff: 35)

___________________________________________
(NPC Response)


I thank you mortal!  You've released me from my bindings! I am sorry beyond words for my horrible song!  That monster Acererak summoned and bound me here ages ago - he cast many terrible enchantments, causing me unbearable pain unless I filled these halls with his cursed aria.

Twas in his mind a cruel joke, and I have been slain and driven off countless times by adventures of all colors.  My endless suffering was his joy.  But I knew no respite, for his bindings continually pulled me back to this dark prison, until such time as I was shown companionship by those I was compelled to harm!  

I had surrendered to despair... and yet... you have broken his spells, ending centuries of torment.  I swear upon Titania's throne and the seelie court that I, Eirinn Mac Cathmhaoil, shall stand by your side - so long as you draw breath!

___________________________________________
(Player Response)


Accept Eirinn Mac Cathmhaoil as a companion.
(Add secret_companion to roster)



This is a trick!  Begone creature - I will not allow you to attack us from behind!
(Run script a_chanter_damage_run)



Now I have you!  Prepare to fall by my hand!
(Alignment shift 40 towards evil, 40 towards Chaotic)
(Shift NPC to Hostile)



You have suffered enough Eirinn - return to your kind and be troubled no more.  I release you from your debt.  I cannot in good conscience free you into a fresh set of shackles.
(Give Party 100,000 Exp)
(Alignment shift 40 towards good)


___________________________________________
(NPC Response)


Tears of joy welling up in Eirinn's eyes, she bends forward, and plants a soft kiss on your cheek with her silken lips.  She smells of sweet incense and a mid-summer breeze.  

"Here, take this - it may aid you in your journey!"

The sirine conjures forth a delicate longsword with a platinum finish, Celtic etchings cover its pommel, and the leafed blade is offset with a square cut emerald.  Tenderly placing the weapon in your hands, she bows her head, and vanishes into the tomb's oppressive darkness.
(Run script a_chanter_damage_run)
(Give Party 1 Fragarach)

 

___________________________________________
(End Dialog)


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#45
Sabranic

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Development Diary 3/19/16:

- Finalizing Eirinn's dialog tree.

- Several hours of testing all dialog options.

- Fine tuning scripts called in dialog tree with regards to party management.

- Spelling/grammar checking new content.

- Adjustments to the Rip-off chest that holds stolen equipment.

- Attempting to turn her level drain chant into an intellect drain chant.



#46
Sabranic

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Updated Character Bios:

 

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Ammon Jerro:

This old man's eyes glow with a gold-red luminescence, as does the latticework of tattoos covering his forehead and face. Bald and weathered by the years, Ammon Jerro's booming voice is commanding and determined, one comfortable giving orders to captains, generals, kings - and demons. While he occasionally displays a wry smile or frustrated sneer, his face is never relaxed and his brow often furrowed in thought. Power radiates from Ammon's body, and when he's angered, (a common occurrence), the air around him smells of smoke and blood.

A powerful Warlock, he bargained his soul to the lower planes, yet, Jerro found some measure of redemption through his granddaughter Shandra's sacrifice.  Over time, he came to regret his mercenary ways, and his personality softened noticeably.

Ammon was instrumental in destroying the King of Shadows, and amid the collapsing ruin of the creature's lair, he pursued gargoyles in the process of abducting the Knight Captain.  In his haste, Jerro followed them through a portal and found himself in Thay.  He was ambushed and overwhelmed by several powerful Red Wizards, who extracted his spirit, and left him to die in their academy.  Fortunately, the Knight Captain rescued the Warlock, and the two fought together on the Death God's home plane.

Returning to Crossroad Keep, Ammon Jerro is a constant fixture in the fortress, uncertain of his next course now that his life-long ambition has been fulfilled.

 

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Khelgar Ironfist:

This powerfully built dwarf is a few inches shy of five feet but walks and talks with the clamor and subtlety of a hill giant. A shield dwarf of the Ironfist clan, Khelgar is a talented warrior who delights in the intimacy of a tavern brawl. Smiling when threatened and downright ecstatic when punched, Khelgar is most at home in a storm of fists and insults. Khelgar's weathered face, long dark beard and massive upper body would likely give him muscular good looks had he not built a collection of cuts, bruises and missing teeth on his face from countless brawls.

The Knight Captain's first and fiercest companion, Khelgar was an inseparable friend in the latter's quest to destroy the King of Shadows.  Over the course of their journey, Khelgar recovered the Sacred Relics of his clan, and in doing so, both mended his bonds with them and became their leader.  

In the final battle against the King of Shadows, Khelgar was unable to save his friend from a swarm of gargoyles, who spirited the Knight Captain away - leaving Khelgar dispirited and crushed. (Somewhat literally in reference to the tons of rubble he dug free of).  

The dwarf begged Lord Nasher to fund an expedition to locate the Knight Captain, but the ravages of the war had left Neverwinter economically ruined, and only a small detachment of Greycloaks, lead by Bevil Starling and Daeghun could be spared.  For Ironfist's part, he was inducted as a temporary member of the Neverwinter Nine, and ordered to remain at the Crossroad Keep as its commander.

Wallowing in his sadness, Khelgar waited patiently for his friend to return.

 

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Neeshka:

Tiny horns and spotted skin mark this woman as a tiefling, a half-human with the blood of devils or demons. Lithe and liquid in her actions, Neeshka moves with a cat's grace - even when walking at a brisk pace, her footsteps are nearly silent. Given to outbursts of words and action, her impulsive nature is as visible as her otherworldly heritage.

Rescued from certain death at the hands of corrupt Greycloaks, Neeshka is one of the Knight Captain's most stalwart allies.  Though mischievous and prone to "acquiring" other people's belongings, the tiefling is ultimately good natured, and can be counted on to stand by her friend in a pinch.  

In their quest to topple the King of Shadows, Neeshka's comrades helped her overcome her nemesis Leldon and gain a reputation as one of world's greatest burglars.  (She was more interested in the title than the actual loot).  In the climactic battle, Black Garius attempted to bind Neeshka and turn her against her allies, but through sheer force of will, she managed to break the creature's enchantment, and helped her friends destroy the fiend.

In the cave-in that proceeded the King of Shadow's destruction, Neeshka was unable to help the Knight Captain, who was abducted by gargoyles. Dodging collapsing pillars and crumbling debris, the tiefling barely escaped with her life.  Saddened by the loss of so many friends, she traveled the realms tirelessly, using her contacts to hunt down any trace of her kidnapped friend - one of the few people to ever treat her with dignity.

 

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Gann of Dreams:

Tall and ruggedly handsome, Gann wears a sarcastic half-smile and affects an air of casual indifference. His skin has a faintly blue or violet cast... a legacy of the night hag who was his mother. Unlike other hagspawn - men born of a human father and a hag mother - Gann's face is neither brutish nor ill-favored... but the Rashemi still treat him with a good deal of suspicion.

Gann stood alongside the Knight Captain as the warrior embarked on his quest to be rid of the Spirit-Eater curse.  In the process, the hagspawn suffered mournful reunion with his mother, and avenged himself upon the Slumbering Coven for both her imprisonment and the murder of his father.  

After many adventures and trials, the hagspawn stood side-by-side with the Knight Captain as they shook the very illars of the heavens - unraveling the will of a dead god and ending the Akachi's curse.  

For a time, Gann indulged himself in the adulation of the spirit-world, but his heart longed for adventure and excitement.  Compelled to once more fight alongside the Knight Captain, he bid farewell to old father bear and rendezvoused with Safiya and Kaelyn in Mulsantir. The trio began their long journey west - following the trail of their leader.

 

___________________________________

Kaelyn the Dove:

Kaelyn possesses a strange, otherworldly grace... her hair is silver-white, her eyes dark - almost black, like those of a dove. Her wings mark her as a half-celestial, a mortal with one parent who was an angel, from the higher planes. Kaelyn has an unmistakable intensity about her...  and a quiet sadness that lurks behind her dark eyes.

The half-celestial leader of the menagerie, Kaelyn the Dove spent many decades battling to tear down the Wall of the Faithless. (The prison of those rebuking the gods).  Believing it a cruel abomination, she turned all of her considerable might towards ending the perceived injustice it represented.

Her opportunity to act against the Wall in earnest arrived on the heels of the Knight Captain, who sought freedom from the betrayer Akachi's curse.  Allying in Myrkul's Vault, Kaelyn stood at his side and traveled the breadth of the Unapproachable East, eventually launching the third crusade - in the process facing down her former master, the God of Death Kelemvor, on the Fugue Plane.  

Although they failed to destroy the accursed Wall, Kaelyn was inspired by the courage and success of her companions, fully intending to recruit a new host and launch a fourth crusade.  First though, she returned to escort her allies west - so they might rendezvous once more with the Knight Captain on the Sword Coast.

 

___________________________________

Safiya:

By almost any standard, Safiya would be considered beautiful - golden-skinned, her features delicate, with dark, almond-shaped eyes. Yet her bald head and graceful tattoos mark her as a Red Wizard of Thay, and for this, most outside her homeland would regard her with fear. Her smiles are shy, when they appear, as if she is unused to them - but you sense a resilience beneath, born of an unforgiving land...

Serving many years as an instructor at the Academy of Shapers and Binders, Safiya was a powerful and talented Red Wizard.  Unbeknownst to her, she was also an aspect of The Founder, and an unwitting pawn in her creator's plot to end the torment of Akachi the betrayer.  

On her "mother's" orders, Safiya rescued the Knight Captain from the Bear God's barrow, and stayed by his side as he adventured across every corner of Rashemen - seeking release from the Spirit-Eater's curse.  Over the course of their Journey, they made many fire-forged allies and battled successfully against seemingly impossible odds.

Eventually, the company returned to the Academy, and the truth of Safiya's existence was exposed - she was one fourth of a soul - a sliver of the Red Wizard known as "The Founder."  The ancient woman had rent her essence into fragments in a gambit to free her lover Akachi, and it was her machinations which pulled the Knight Captain into harm's way.  

The truth exposed, Safiya stood alongside her companions as they battled their way to the Fugue Plane, where they finally brought an end to the Spirit Eater forever.  Pledging undying loyalty to the Knight Captain, Safiya took leave to conclude her affairs at the Academy, and then rallied with her companions in Mulsantir to make the arduous journey west.

 

___________________________________

Charissa Maernos:

Tall, powerfully built, and radiating an aura of subtle divine power, Charissa Maernos is the very image of a battle-priestess of Tyr. Yet her blue eyes radiate the hint of callousness, and her mouth too easily forms into a sneer to allow you to be too comfortable in her presence.

Stubborn to a fault, Charissa was stationed for some time in the city of Westgate, where she found herself hampered by bureaucratic red-tape and her own pigheadedness.  Maernos found herself in the company of several other adventurers, and grew over the course of their shared quest to understand Faerun was not so black and white as she imagined.  While still pushy, with the constant prodding of her companions Charissa has learned the value of putting aside differences to strive towards a greater good.

With the Nightmask plots in Westgate foiled, Charissa now travels the continent with her friends, spreading the glory of Tyr and cracking skulls wherever she goes.

 

___________________________________

Mantides of Westgate:

The long blond hair of this powerful man hangs like strands of gold silk over his undeniably handsome face. He has a tall, athletic frame and his beautiful armor marks him as a paladin of Lathander - one of the Morninglord's greatest champions.

After falling from grace in the city of Westgate, Mantides spent months drinking and wallowing in despair, until he joined with several companions and saved the city - and the process, his soul.  Redeemed in Lathander's eyes, Mantides reclaimed his mighty Holy Avenger, Dawnbringer, and has ever since been a powerful force of good throughout the realms.

 

___________________________________

Rinara:

Despite her attempts to blend in, this striking half-elf commands a second look from most who glance in her direction. Those who dare to speak with her are likely to note her emerald eyes, which are much too lively for her carefully constructed appearance.

Rinara was once a member of the Nightmasks - a fiendish thieves' guild based in the city of Westgate. Internecine fighting forced her to flee the city for a time, but she returned, and joined with several heroes to foil her former guild's plots - and in the process, she learned the value of true comradery.  Wandering the realms with her new friends, Rinara fancies herself the "brains" of the operation.

 

___________________________________

Finch:

This half-elf always seems to unleash a charming smile just as you're looking at him, his expression as gallant and mischievous as if he's sharing a secret with an adoring crowd.  Finch is unbelievably handsome, and the bard knows how to leverage it, gaining audience with powerful nobles... and the affection of their wives...

Finch worked alongside a group of adventurers who ultimately saved all of Faerun from the plans of the vile interloper god Zehir.  Acclaimed as one of the Sword Coast's greatest heroes, the bard was more than happy to bask in the fame - becoming something of a traveling celebrity along the length of the Sword Coast.

Always up for an adventure, Finch is, in his own words, "roosting" in the famous Crossroad Keep, eyes peeled for any quests in need of questing.

 

___________________________________

Ribsmasher:

Everything about Ribsmasher screams "barbarian" - his wild garb, the manic gleam in his eyes, and his tendency to laugh hysterically as he charges into battle. In reality, he does fight like a disciplined warrior-monk, utilizing the same series of powerful kicks and punches in a deadly, efficient manner.  It's unclear whether Ribsmasher's apparent insanity is merely an act to catch enemies off guard or the result of one too many blows to his head.

The crazed pugilist fought alongside a large group of adventurers against the Yuan-ti god Zehir, and ultimately saved Chult and the Sword Coast from falling under the creature's sway.  In victory, Ribsmasher was offered a share of the merchant house he helped build, but the monk had no interest in trade bars or gold.  Before the celebrations and pageantry could even begin earnest, he took his leave, wandering the countryside in search of things looking to get SMASHED!  

An occasional face in the Phoenix Tail Inn, Ribshasher can usually be talked into a quest if he feels it will yield opportunities to break some evil doer's bones with his bare hands.  Nothing makes the monk smile like cracking knuckles and a foe's staved in helmet.

 

___________________________________

Umoja:

This strange man seems to have a cryptic manner about him, smiling confidently at everyone around him, every now and then giving his dinosaur companion a gentle pat on the head.

A Druid in service of Ubtao, Umoja was commanded to unravel the plot of the wicked deity Zehir.  Together with allies from all corners of Faerun - and his deinonychus Yushai - he successfully ended the Yuan-ti god's plans to conquer Chult and the Sword Coast.  

Fascinated by alien flora and fauna of the northern lands, Umoja elected to investigate the unfamiliar region for a time, and embarked on a journey of exploration, Yushai ever at his side.  From time to time, the Druid visits his former companions - eternal friends forged by battle and shared sacrifice.  He is especially fond of Finch, and the two still share many adventures.



#47
Sabranic

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Photos will be back up shortly, some hosting issues being sorted out.



#48
Sabranic

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Development Diary 3/21/16:

- New Alpha of ToH uploaded to dropbox: https://www.dropbox....2/Tomb.zip?dl=0

- Most conversations updated to SoZ party chat so party Diplomacy, Bluff, Intimidate, Taunt, Perform and Detect Evil are usable.

- Adjustments to all lightning based on feedback from posters here.

- Testing of Eirinn conversation, should now work fine if party is careful.

- Adding new test-doors to the shore to transport tester to all relevant locations.

- Guestbook and Passenger Manifest now merged into one book.

- Guestbook now clears party on use to prevent adding more than five NPCs.

- Safiya's Staff of the Magi now utterly nukes everything near her if retributive strike is used. Party and herself included.

- Sir Harkin now properly attacks party if you side with The Pact Binder in the tomb.

- Fixed issues with the Adamantine Golem attack when a deal is struck with The Professor.

- Conversation typo fixes/improvements.

- Dragon Lair battle made slightly harder, added cues to conversation to help player understand killing bronze dragons. Is.  Not.  Nice.

- Testing all /use items to make certain they have not been negatively impacted by the changes.

- Safiya now receives "transmuter" specialization properly, and can advance as red wizard once the proper feats are purchased.



#49
Sabranic

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Development Diary 3/22/16:

- Adjusting Transition tunnel lightning. 

- Working on smoothing out several conversations.

- Attempting to create a cut-scene in the transition tunnel.

- Attempting to add more hints and tips for loading screen.  Searching for tutorials.

- More grammar fixes.

- Working with the art-team to flesh out the introduction movie.



#50
kevL

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- Attempting to add more hints and tips for loading screen. Searching for tutorials.


pretty straightforward
http://neverwinterva...akespeares-tips
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