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NWN 2 Conclusion Campaign + Tomb of Horrors Revamp


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#51
Sabranic

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Meet the Villains:

 

villains1.jpg

 

               The Kaiser                      Sendai Ri'fialle                 Edwin Odesseiron                  Isho Oroshi

 

villains2.jpg

 

Name: The Kaiser

Race: Tiefling

Age: ???

Class: Blackguard/Fighter

Favored Weapon: Unholy Reaver

Deity: Cult of Graz'zt

Alignment: Chaotic Evil

____________________________________________

Name: Sendai Ri'fialle

Race: Drow

Age: 172

Class: Cleric/Warpriest

Favored Weapon: Matron's Morning Star

Deity: Lolth

Alignment: Chaotic Evil

____________________________________________

Name: Edwin Odesseiron

Race: Human

Age: 39

Class: Conjurer/Red Wizard of Thay/Arcane Scholar of Candlekeep

Favored Weapon: Staff of the Magi

Deity: Gargauth

Alignment: Lawful Evil

____________________________________________

Name: Isho Oroshi

Race: Human

Age: 21

Class: Fighter/Weapon Master/Red Dragon Disciple

Favored Weapon: Fang of the North Wind

Deity: Bane

Alignment: Lawful Evil

____________________________________________



#52
Sabranic

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Thanks, I will read up.



#53
kevL

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if you look in your install directory

eg, F:\Neverwinter Nights 2\Data\2DA_X1.zip\

find 'nwn2_tips.txt' <- that be the doc.
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#54
Sabranic

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Development Diary 3/25/16:

- More text refinement and typos fixed.

- Learning how to implement ColorsFade's day/night system.

- Day/Night UI successfully added.

- Time tracking heartbeat script added.

- Still trying to get the 8 hours rest to work, it interferes with existing scripts, trying to adapt.

- Some strange pathing issues cropping up - when viewed in the editor the walkmesh looks fine, in game, the character cannot walk over the area in question - an empty hall way.  In another instance, the character seems to be "stuck" running in place, but after a few seconds, "warps" to the correct location.  Baked multiple times, attempting to find a solution.


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#55
Sabranic

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Development Diary 3/26/16:

- Added 5 backpacks to the stores using MisterBritish's Backpack HAK set from the NW Vault.

- Created a special Backpack for Kistrel, updating character download, equipment download & Bio images.

- Updating Kistral, Mantides, Neeshka and Gann to the backpack models.

- Adding new packs to the merchants.

- Attempting to implement a ration system to rest.

 

backpacks.jpg

 

 

Magic User's Backpack:
This backpack is perfect for the adventuring wizard or sorcerer.  Not only does it aid in conducting field expedient magical research, it holds a traveling spell book, various material components, and can be used to dispel baleful magical effects and identify mysterious objects until its cache of supplies is exhausted.

Powers:

+7 Lore

+7 Spellcraft

+7 Concentration

25 Uses:

- Remove Curse

- Legend Lore

- Identify

- Dispel Magic

Restricted To:

- Wizard

- Sorcerer

- Bard

 

 

Rogue's Backpack
This backpack is ideal for any rogue.  It is filled with various picks, pry bars, cordage and other tools appropriate to larcenists and treasure hunters alike.  The bag can be used a number of times to disable locks, detect traps and complete other various tasks before its contents are consumed.  

Powers:

+8 Open Lock

+8 Disable Device

+8 Set Trap

25 Uses:

- Find Traps

- Knock

- Choking Powder

- Tangelfoot Bag

- Acid Flask

Restricted To:

- Rogue

- Bard

 

 

Healer's Backpack:
This medical backpack is full of healing supplies, ointments, poultices and potions.  Besides greatly improving its user's healing skill, the kit can be used to cure a variety of magical and mundane maladies before its stock of supplies is expended.

Powers:

+10 Healing

25 Uses:

- Neutralize Poison

- Remove Blindness/Deafness

- Remove Disease

- Remove Curse

- Stone to Flesh

- Cure Serious Wounds

Restricted To:

- Cleric

- Favored Soul

- Druid

- Spirit Shaman

- Paladin

- Ranger

- Bard

 

 

Adventurer's Backpack:
This backpack contains a useful selection of equipment for any adventurer - a bedroll, large poncho, fire starter, mallet, cordage, tent stakes, bartering guides and various other useful odds and ends.  Additionally, the kit has several vials of alchemist's fire, continual light stones, several doses of regenerative ointment, poison antidotes, healing potions and a few applications of camouflage.

Powers:

+10 Survival

+5 Appraise

25 Uses:

- Light

- Camouflage

- Alchemist Fire

- Cure Light Wounds

- Neutralize Poison

- Vigor

Restricted To:

- None

 

 

Warrior's Backpack:
This backpack holds a warrior's arsenal within easy reach - shields, bows, spare weapons and more can be quickly drawn and replaced in combat.  The kit helps balance a fighter's gear, improving his ability to parry, and bristling head to toe weapons tends to improve one's ability to taunt and intimidate foes.  Additionally, the pack contains numerous enchanted oils and honing stones which can place temporary enchantments on a combatant's weapons - until their supply is exhausted.  

Powers:

+7 intimidate

+7 Taunt

+7 Parry

25 Uses:

- Keen Edge

- Weapon of Impact

- Flame Blades

- Greater Magic Weapon

Restricted To:

- Fighter

- Paladin

- Blackguard

- Barbarian

- Swashbuckler

- Ranger

- Bard

 

 

 

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



#56
Sabranic

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Development Diary 3/28/16:

- Fixed Charissa's Starting Domains - now properly awards Strength and Fury.

- Fixed Kaelyn's Starting Domains - now properly awards Strength and Good.

- Implementing Silverwand's Use Item Fix script.

- Phone calls and meetings with production artist  - topic: commission cost for 20 pieces of original art.



#57
Sabranic

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Development Diary 3/30/16:

- Capturing Screen shots for our commissioned artist to draw portrait icons, intro movie slides.

- Commissioning 3D work to revamp the Juggernaut Golem.

- Safiya's Staff of the Magi now recharges off spells and goes thermonuclear properly.

- Adjusted the Location of the key of antipathy.

- Creating a selection of starting gear for the campaign companions.

- Fixing pathing issues in the Throne level.

- Adding Arsan's Hood pack to the campaign/module.

- Beginning the creation of a second hidden NPC, this one quite dastardly - for the evil PC's out there.

 

 

The Tomb of Horrors Revamp is a few weeks out from being ready for a beta-test.  A link will be posted for anyone interested.



#58
Sabranic

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

 

______________________________________________________________________________________

 

Ithefelle:  What's this?  Ahhh... interlopers.  I shall not tolerate your incursion before this labyrinth's mysteries - and the power within - are mine... and mine alone.  

______________________________________________________________________________________

A - You are a blight on Faerun... consorting with undead horrors.  We shall take great pleasure in sending you to the hells!

 

B - Now hold on a second... we can all be reasonable here!  Interested in some gold?  Jewels?  Magic items?

 

C - Back off you wrinkled old clod - I've killed my way this deep... if you think I'll let some dried up old geezer block my path now, you're in for a lesson in pain.

 

______________________________________________________________________________________

Ithefelle A: Oh my... the smug and self-righteous crusaders are going to punish my innumerable wicked deeds!  How delightfully trite!  Allow me to pen the final chapter in your heroic narrative:  "...then the bold heroes bit off more than could be swallowed... and promptly choked to death on their own hubris.  The end."

Minions - kill.  Then rip their bodies into small pieces.

--

Ithefelle B: Yes... you could indeed be reasonable... do me the courtesy of lying prone... and waiting to die. 

 

Minions - kill.

--

Ithefelle C: Mmmmmmm....... bold words - spat forth by an obnoxious braggart!  But let us see... do you have the might to make good on your bluster?  A test of power shall determine the instructor here. 

 

Minions - kill.  Leave their remains intact, I shall animate them as trap fodder.

 

________________________________________________

 

(Vicious battle takes place).

________________________________________________

 

Ithefelle: I... I-I yield - stay your hand.  You... are indeed mighty. 

 

________________________________________________

 

A - You're a fiend - a perpetrator of unspeakable horrors - why should we spare you?

 

B - Ohhhh... so NOW that we have a blade to your throat, you're suddenly "Mr. Diplomacy" huh? 

 

C - You sniveling worm! Now that I have my fingers at your neck you seek parley?  Hah!

 

D - You'll find I'm a big one for ironic echos:  "Minions - kill."

(Kills Necromancer)

 

________________________________________________

 

Ithefelle: I am the great sage Ithefelle - I've spent decades discovering the lore of this place.  Over the long years I've tracked this Tomb from world to world as it... collects souls.  If you truly wish to survive this dungeon... you'll need my guidance... nothing you've faced in your lives has prepared you for what skulks in the heart of this mouse trap.  Spare me, and I shall stand by your side.  My knowledge will be yours.  Slay me, and be doomed.

 

________________________________________________

 

A - ...very well... but understand we are no fools.  We KNOW you mean to turn upon us. At that instant, we shall dispatch you to whatever dark god you worship.  This is an alliance of necessity - nothing more. 

 

B - Well isn't that just convenient.  You're all set up to knife us in the back.  But you're right on the fact that we're basically flying blind.  A guide would be nice.  Fine.  Welcome to the party - till you betray us.  Oh... by the way... you walk in front.

 

C - Bwhahahahaha!  Watch your tone when sniveling before me wizard!  I have no reason to believe you won't mutiny at the first sign of weakness!  But nevertheless, you ARE a worthy servant.  And I am STRONG.   I will allow you to live... for as long as you remain useful.

 

D - You'll find I'm a big one for ironic echos:  "Minions - kill."

(Kills Necromancer)

________________________________________________

 

Ithefelle: Ahhh, the budding shoots of wisdom.  You shall find I more than carry my weight.  Come... let us unravel this puzzle... and seize our due!

(Necromancer Joins Roster)


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#59
Sabranic

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Meet Ithefelle:

 

ithefelle2.jpg

 

Name: Ithefelle of Hellgate Keep

Race: Human

Age: 59

Class(s): Necromancer

Favored Weapon: Quarterstaff

Favored Spells: Acid Magic

Deity: Velsharoon

Alignment: Neutral Evil

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

Equipment Files: Click HERE to download

 

ithefelle1.jpg

 

Background:

 

The Necromancer has no interest in sharing his past when asked, although, given his temperament and habits, it's easy to imagine it wasn't pretty.  His pale skin is stretched so tightly across his gaunt frame that it threatens to tear if he so much as sneers.  Ithefelle's brittle and unkept hair is the color of decaying bone, shot through with vanishing strands of deep midnight.  His presence is always heralded by the sickly sweet perfumes of funeral oils and embalming herbs - and in poor lighting, one could be forgiven mistaking the man for undead.

When asked as to why he dared Acererak's Labrynth, Ithefelle's craggy face splits into a vicious grin, exposing his rotten and gnarled teeth.

"Why... I came here for the same reasons as you.... there is power to he had in this place... and like yourself... I mean to possess it!"

 

Equipment:

 

The Staff of Malak:
This horrible quarterstaff is fashioned from dense ebony and topped with a shrunken head - forever frozen in its death grimace.  The weapon seems to drink the very light of any room it's brought into, and anyone touching it can hear the maddened whispers of the damned.

A powerful tool for evil, the Staff of Malak can be recharged by casting spells upon it, which the artifact consumes to replenish itself.

Powers:

- On Hit, Cause Serious Wounds (Level 12

- +4 Enhancement Bonus

- Animate Dead (15) - 2 Charges

- Avasculate - 2 charges

- Circle of Death - 3 Charges

- Control Undead - 2 Charges

- Mass contagion - 3 Charges

- Negative Energy Protection - 1 Charge

- False Life - 1 Charge

- Living Undeath - 1 Charge

- Usable by: Wizard. Human, Neutral Evil

 

Necromancer's Garb:
A suit of vile armor - perfect for anyone dabbling in the dark arts.

This disgusting apparel is made from Kir-rin scales, black unicorn pelts and sylph wings.  Scores of contemptible acts were committed in just the acquisition of the materials - let alone whatever profane rituals were responsible for its enchantment.

Powers:

- Bonus Wizard Spell to Level 6

- Bonus Wizard Spell to Level 7

- Bonus Wizard Spell to Level 8

- +10 Concentration

- +10  Spellcraft

- Cast Spell: Greater Invisibility (I use per day)

- Usable by: Wizard. Human, Neutral Evil

 

Necromancer's Hood:
A hood of midnight black silk, spun from the thread of a phase spider and dyed with the blackened remains of a baby silver dragon.

Powers:

- True Seeing

- Immunity to Spell School: Necromancy

- +5 Intelligence

- Bonus Feat: Augmented Summoning

- Usable by: Wizard. Human, Neutral Evil



#60
Sabranic

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Official events in 1376: (Era of the campaign)

http://forgottenreal...om/wiki/1376_DR

 

 

1376 DR in conflicts:
- House Jaelre and Clan Auzkovyn are routed from the Elven Court by the forces of Myth Drannor.

 

- The Zhentarim conclude the war with Myth Drannor. A negotiated peace treaty between Fzoul Chembryl and Ilsevele Miritar leaves the forest to the elves, the lands north of Hillsfar and Dagger Falls remain under the rule of the Zhentarim. The treaty also gives the Black Network free passage along the Moonsea Ride and Rauthauvar's Road.

 

- Ches: Two former Red Plumes captains lead a force of sixty mercenaries into the Wailing Tower, looking for Aesperus's treasure with Angar Hulmaster as their prisoner. The King in Copper slays the two lords but allows Angar to leave with the promise that he and his descendants will forbid their subjects from opening the barrows around the city.

 

- Luskan is briefly conquered by the Lords' Alliance, represented by the famous pirate hunter Captain Deudermont.

Deaths in 1376 DR
- Nyphithys, Erinyes consort to Arklem Greeth is killed by Obould Many-Arrows.

Miscellaneous
 - Larger numbers of nilshai than ever before are reported in the Yuirwood. In response to this sharp increase and the creatures shocking depredations, the Simbul posts a bounty on nilshai hides.

 

- This year is known as the Year of False Hopes in the Black Chronology.

1376 DR in deities
- The High One charges his pupil Flamsterd with retrieving Halaster Blackcloak's soul-shards, scattered throughout Toril and beyond.

1376 DR in games
- Continuing on Eldrith's plan, Mordoc SeLanmere attempts to use the Onyx Tower to destroy Baldur's Gate. He fails and his allies are angered at his death and failure to turn Baldur's Gate into a zombie civilization.

 

1376 DFR in novels

- https://en.wikipedia...The_Pirate_King

 

The Arcane Brotherhood has long held the city of Luskan in their power, but when corruption eats away at their ranks, Captain Deudermont comes to the rescue of a city that has become a safe haven for the Sword Coast's most dangerous pirates. But rescuing a city from itself may not be as easy as Deudermont thinks, and when Drizzt can't talk him out of it, he'll be forced to help.

The story begins with Captain Deudermont and the Sea Sprite crew still fighting pirates. One of the captured pirates raises questions of the effectiveness of Deudermont's actions, suggesting that Deudermont is allowed to capture pirates purely as a show and then stating that the Arklem Greeth, a lich who controls the Hosttower in the city of Luskan, supports the pirate trade. On Deudermont's return to Waterdeep, he meets with Lord Brambleberry of Waterdeep, and the two of them decide to stop Arklem Greeth and his pirate crews.

Meanwhile Drizzt and Regis decide to travel to Icewind Dale to learn the fate of Wulfgar. Their path leads them to Longsaddle, home of the Harpell family. During their visit, a philosophical debate ensues about crime and whether the 'greater good' justifies the use of severe punishment. Drizzt and Regis leave Longsaddle and head for Luskan, where they meet with captain Deudermont and learn of his plan. They decide to help in the fight.

The task of saving Luskan is presented as moral conflict between trying to better the city at the risk of destroying it or accepting stability under less morally pure rule. After a few battles that tear the city apart, Arklem Greeth blows up the Hosttower, killing a large percentage of Luskan's population.

With the war apparently over, Drizzt and Regis continue on their path to Icewind Dale. There they find Wulfgar living in a cave invaded by a carefree Drizzt and Wulfgar many years ago, testing himself against the harsh seasons before he plans to return to his people.

Back in Luskan, while Deudermont tries to rebuild the city and keep the people of Luskan safe and fed, the High Captains work against Deudermont, hoping to turn the people of Luskan against him and assume the position of rulers. Eventually, civil war breaks out in Luskan. Drizzt and Regis return to help. The final battle sees the death of Deudermont, the sinking of the Sea Sprite, and the return of the rule of the High Captains in Luskan. Drizzt and Regis leave the city with the rest of Deudermont's crew.



#61
Sabranic

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Last Update: 4/27/16

 

Pre-Story: (The Antagonist's Adventure)

 

- 1350: Year of the Morningstar -

- 1350: A blackguard known only as "the Kaiser" appears for the first time, riding from Hellgate Keep with a small host of demons.

 

- 1353: Year of the Arch -

- 1353: Alustriel Silverhand dispatches a company of Knights in Silver and members of the Spellguard to investigate incursions near Sundabar.

 

- 1356: Year of the Worm -

- 1356: The Kaiser leads an army of demons and mercenaries against Sundabar - which is ultimately routed. 

- 1356: The Blackguard flees southwest, pursued by the Knights in Silver and Spellguards who defeated his force at Sundabar. 

 

- 1357: Year of the Prince -

- 1357: The heroes catch up to the tiefling south of Luskan - they never report back to Silverymoon.

- 1357: The Kaiser travels east in secret, passing through Westgate, The Pirate isles, Bezentaur and eventually into Shou Lung.

 

- 1364: Year of the Wave -

- 1364: House Oroshi of Wa is destroyed by Isho Oroshi and the Kaiser. 

 

- 1367: Year of the Shield -

- 1367: Isho and the Kaiser gather a small mercenary force and travel west, operating near Bezantur in Thay.

 

- 1369: Year of the Gauntlet -

- 1369: The Kaiser and Isho participate in a successful plot to Install Edwin Odesseiron as supreme Zulkir of Thay... for three days.

- 1369: Alongside Odesseiron, the Kaiser and Isho flee Thay following the Red Wizard's ousting.

 

- 1370: Year of the Tankard -

- 1370: Ewdin, the Kaiser and Isho travel to Tethyr and revive an aspect of Sendai Ri'fialle, (using a statue overlooked by the Ward of Gorion).

- 1370: Kaiser and his force journey to the Spine of the World, evading bounty hunters and assassins.

 

- 1371: Year of the Unstrung Harp -

- 1371: The group takes over the long abandoned Granite Hold dwarven settlement northeast of Mirabar.

 

- 1372: Year of Wild Magic -

- 1372: The company descends to the Underdark in search of wealth and to rally Sendai's scattered forces.

- 1372: Kaiser's group slays the Shadow Dragon Wyrm Das'mag'Xallyion, claiming her extensive hoard of gold and magic.

 

- 1373: Year of Rogue Dragons -

- 1373: The party journeys to cites of Ched Nasad and Menzoberranzan, raising a small army of drow still loyal to Sendai.

- 1373: Sendai's army, (while rallying to Granite Hold), slaughters several Uthgardt tribes to conceal evidence of their movement.

- 1373: Deep with in the mountain fortress of Granit Hold, Sendai's force establishes itself as a Drow Colony.

 

- 1374: Year of Lightning Storms -

- 1374: A plot by Edwin, Sendai, Isho and the Kaiser is hatched to  seize control of the Sword Coast.

- 1374: The remaining followers of Edwin Odesseiron establish a Thayan Enclave in Neverwinter.

- 1374: The Kaiser is summoned by his patron, the Abyssal Lord Graz'zt, and informed of his true purpose.

- 1374: A faux assassination attempt is staged on Lord Nasher Alagondar, and thwarted by the Kaiser and Isho.  They are knighted as a reward.

 

 

- 1375: Year of Risen Elfkin -

- 1375: Khelgar Ironfist becomes suspicious of the new "heroes" - but his attempts to unmask them fail, costing him standing.

- 1375: Isho and the Kaiser use much of their dragon loot to rebuild portions of Neverwinter earning them the adoration of the people.

- 1375: Kaiser's agents plot with the Host Tower to depose Nasher Alagondar, intending to weaken and betray the Arcane Botherhood.

- 1375: The group "uncovers and foils" their own scheme. Two of the Neverwinter Nine are killed in the struggle.

- 1375: In gratitude for "rescuing" Neverwinter, Kaiser and Isho are granted positions among the Neverwinter Nine.

- 1375: Kaiser and his "Champions of Neverwinter" discover the merchant Sa'Sani is actually a Yuan-ti pureblood, and reveal this to Lord Nasher.

- 1375: Despite saving the sword coast from economic ruin, Sa'Sani's merchant company heavily sanctioned by order of Alagondar.

 

- 1376: Year of the Bent Blade -

- 1376: Lord Nasher's health begins to fail, and steadily more of his administrative duties are handed to his trusted guardian - the Kaiser.

- 1376: One by one, Nasher's closest aids and allies are alienated, re-assigned or sent abroad on near-suicidal missions. 

- 1376: The evil company forms a pact with the Nightmasks - supplies for their army at Granite Hold in exchange for a presence in Neverwinter.

- 1376: The Nightmasks open a thieves guild in Neverwinter and begin to operate openly, driving out the established Shadow Thieves.

- 1376: Nevalle becomes meddlesome, nearly exposing the Kaiser, and is reassigned to the garrison at Crossroad Keep.

- 1376: Neverwinter - under the influence of the Kaiser - becomes increasingly expansive and antagonistic to its neighbors.

- 1376: A series of punitive taxes are levied on all lands protected by Neverwinter - to secretly finance pirate attacks along the Sword Coast. 

- 1376: Tariffs are placed on goods shipped to Neverwinter from Waterdeep, Luskan, and Baldur's gate, resulting in economic retaliation.

- 1376: Corsairs from the Whalebone Islands are hired by Isho Oroshi to scourge the Sword Coast's port cities, further choking commerce.

- 1376: Luskan, Neverwinter, Baldur's Gate and Waterdeep enter severe economic depressions due to instability and rampant piracy.

- 1376: There is quiet talk of three-way war between Neverwinter, Luskan and Waterdeep building.

- 1376: Sendai Ri'fialle has drawn a host of nearly 10,000 drow to her banner.

- 1376: Early Spring/Late Winter: Campaign begins, the Knight Captain returns to the Sword Coast.



#62
Sabranic

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In Progress, Last Update: 4/25/16

 

Campaign Plot Overview DR 1376: Chapter 1 - Return to the Sword Coast

 

- Lobby: A Pretty Room Containing a Door to the Campaign and the Dungeon Master

When the player enters, they will be require to speak with the Dungeon Master before being allowed to enter the Campaign.  The impish fellow will provide a brief overview of the game mechanics, the background story and then ask a series of questions, which will determine many aspects of the campaign:

 

1: Did Khelgar Ironfist become a monk?

(Swaps Fighter Khelgar for Monk Khelgar if yes).

 

2: Did the KC befriend Kistrel?

(Kistrel NPC and all associated quests disabled if no).

 

3: Did Neeshka resist Black Garius?

(Removes Neeshka from the roster if yes).

(Adds Neeshka's Grave to the Crossroad Keep Cemetery if yes).

 

4: Did the KC create One of Many?

(Removes Kaelyn the Dove from the roster if yes).

(Removes Gan reference to Old father Bear in a bark if yes).

(Adds One of Many to the Roster if yes).

(One of Many leads the oblivious Bevil and Daeghun to the KC in the opening battle if yes).

 

5: Did the KC steal the Glowstone from the Goblin Mines?

(Removes the option of recruiting the magical goblins if yes).

 

6: Did the KC destroy Slaan and the Lizardfolk near Highcliff?

(Removes the option of recruiting the Lizard Folk if yes).

 

7: Did the KC destroy the Fire Giant Village?

(Removes the option of recruiting the Fire Giants if yes).

 

8: Did the KC allow Uncus and the Shadow Thieves to establish themselves in Crossroad Keep?

(Removes the option of opening the Thieves Guild if no).

(Removes the option of recruiting the Shadow Thieves if no).

(Adds mca_shadow_key to KC inventory).

 

9: Did the KC save Cormick's life?

(Removes Cormick from the Keep if yes).

(Removes Cormick from the final battle if yes).

 

10: Did the KC have Torio Clavin Executed?

(Removes Torio from the Keep if yes).

(Removes Torio from the final battle if yes).

 

11: Did the KC consume or release Myrkul's Soul in MotB?

(In the finale, Graz'zt will refer to the KC as "God-Killer - a kindred spirit you and I!" if yes).

 

12: Game checks for Safiya's or Gann's love feat.

(Enables Safiya or Gann's affectionate dialog when present).

(Enables Safiya or Gann proposal scene).

(Enables optional Safiya or Gan marriage finale).

 

13: Game checks for "Guilty of Ember Massacre Feat."

(Nevalle and Nasher will treat the player far worse in dialog options, regarding them as a necessary evil).

(Nasher will bring up the slaughter when the KC is initially exposed in Chapter 2).

 

14: Game checks for Safiya's or Gann's Love Feat + One of Many Creation

(Adds tragic Gan or Safiya stinger to ending sequence if yes).

(Adds a final battle against One of Many after the end of the game if yes).

 

_________________________________________________

 

- Opening Area: The Ruins of Dragonspear Castle

The Knight Captain, Charissa, Mantides and Rinara are surrounded by scores of Nightmasks and vampires.  The battle has been going on for some time, and there are piles of dead and dying rogues everywhere.  All of the heroes are badly injured, and they stand back to back amidst the fallen walls and collapsed towers of the ruin.  Mantides lays on the ground, unresponsive.  One of the vampires pushes forward and gloats about the party thinking they could thwart Orbakh and survive.  The player party then must survive four waves of Nightmasks and vampires until Bevil, Daeghun and their elite company of Greycloaks/Many Starred Cloaks turns the tide.  Riders are dispatched to Crossroad Keep to inform Nevalle and Khelgar, while Daeghun mentions that "It's best if Neverwinter is left in the dark with regards to your return - for the time being."  A bit of exposition occurs with Bevil and Daeghun regarding their adventures as they searched for the Knight Captain.

 

_________________________________________________
 

- Cut-scene: Dragonback Inn, Daggerford

Khelgar, Neeshka, Ammon Jerro, Daeghun, Bevil, Gann, Safiya, Kaelyn, Mantiedes, Rinara and Charissa occupy the establishment, with several humorous character interactions taking place.  The scene focuses on the Knight Captain sitting at a table, surrounded by comrades. Introductions are made and a brief discussion about current activities occurs.  Nevalle arrives last, and explains the dire situation in Neverwinter.  It is decided the Knight Captain shall disguise his identity and work with his friends to expose the Kaiser and his minions - and thwart whatever plans they have for the Sword Coast.  The player is allowed to walk around and speak with the various companions.  When they leave the Inn's door, the Knight Captain selects five party members to accompany him/her, who begin at level 1, and are given the experience to instantly hit level 20.

 

_________________________________________________

 

- Area: The Red Cliffs

(Coming Soon) - Knight Captain must pass through this area to reach Cross Road Keep.

 

_________________________________________________

 

- Area Encounter: The High Road

As the party travels the high road that night, they encounter a drow war party battling an Uthgardt barbarian.  They can chose to intervene on behalf of the savage or pass unseen in the darkness.  If they leave, Bodvarr will never be added to the roster and is killed.  The drow are actually messengers reporting to Sendai, bringing news of the most recent corsair attacks on Waterdeep. The Knight Captain discovers this information in documents they are carrying if the player chooses to fight. 

 

If Bodvarr is saved, he will gratefully join your party and explain that he has been harassing and trailing a large drow force for many months.  They killed his tribe, and he seeks their leader's heart in retribution.

 

Bodvarr is quiet and stoic until the moment battle starts.  At that point, his eyes light up with a manic and frenzied energy that is every bit as unnerving to his comrades as it is to his foes.  In normal interactions, he's likely to simply nod - or stare intently at the speaker.  He rarely talks, so when he does, it's usually fairly profound.  He will take an immediate dislike to Gann and Ribsmasher, who he considers obnoxious baffoons, but will treat Finch, Umoja and Kaeyln with a great deal of respect.  While Bodvarr's axes do the majority of his speaking, his rough exterior hides a poet's heart.  If given a choice, the barbarian would be content spearing Knuckleheaded Trout back in his homelands.

 

_________________________________________________

 

- Area: West Harbot

(Coming Soon) - Knight Captain will return to his home and meet Tarmas.

 

_________________________________________________

 

- Area: Crossroad Keep

The player will be given free reign to wander around the keep, explore it's stores and areas, and speak with various NPC's.  Since the Knight Captain is trying to hide his presence, he obviously can't simply march back into his quarters and take up the mantle.  He will be able to speak with Master Veedle and purchase a room, suite, house, estate or mansion, or for players not interested in housing, the Phoenix Tail Inn offer lodging as well. 

 

_________________________________________________

 

- Cut-scene: Crossroad Keep Basement - Ammon Jerro's Lair

Upon entering the CK basement for the first time, Ammon Jerro Confronts the Knight Captain and shows him Black Garius's summoning circle.  It has resisted ALL of his attempts to dispel it - and has actually increased in power since the King of Shadows' destruction.  Jerro wishes to learn more about the ritual involved in it's creation, and having found Aldanon worse than useless, intends to investigate Illefarn Ruins and question several extra-planar sources.

 

Over the long months since the battle in the Mere, the summoning circle has become a vortex of Shadow Weave magic, and while dangerous, it can be manipulated to produce an astounding array of effects.  In terms of game mechanics, the circle will function as a gate to the various arenas - where the player can battle dangerous phantasms or engage in PvP matches. 

 

_________________________________________________

 

STORY POINT - The Truth of the Matter:  The Summoning Circle is the chief driver of the game's plot - and the TRUE objective of the Kaiser and his master Graz’zt.  Seizing control of the Sword Coast is a smokescreen to both conceal his target and bribe the support from powerful allies such as Edwin and Sendai.  As of yet, nobody - aside from the Abyssal Prince and his Blackguard servant - understands nature of the circle.  (Ammon Jerro suspects something is dreadfully wrong, but he will need the player's help to uncovered the truth).

 

While the enchanted runes can FUNCTION as a summoning circle, they are actually a tear in reality directly connected to the Shadow Weave.  Black Garius's ritual, (cobbled together from Arcane Botherhood, Githzerai, Illefarn and Demonic Lore), sought to sever the King Of Shadows' connection to Shar's weave and then tether it to the Host Tower mage - effectively transforming him into a new Guardian.  The Knight Captain's assault spoiled the ritual, and the resulting backlash of dark magic not only brought Garius under the thrall of the creature he sought to usurp, but transformed him into an undead horror. 

 

As for the rift itself, it was never properly sealed, and is effectively a boundless outlet for channeling the the Shadow Weave, just waiting for someone - or something to claim it.  Lesser creatures, such as mortals, (or ancient magical constructs created by mortals), could use the connection to channel limitless spells from the Necromancy, Illusion or Enchantment schools, (while gaining many physical traits the King of Shadows once possessed).  Higher orders of creature - such as an ambitious Demon Prince - could utilize the gash to completely merge their essence with the Shadow Weave itself, stealing a great portion of Shar's power and divinity in the process.  Graz’zt could ascend from Abyssal Lord to full blown godhood, and there would be little even Io could do about it.

 

_________________________________________________

 

- Area: Kryptgarden Forst

(OPTIONAL CONTENT)

The Knight Captain will have an opportunity to explore the Kryptgarden Forest and discover what became of Daerred and his friends.  The area opens up the first time the player investigates the Adventurers Guild upon finding it empty.  A log book in the office discusses plans to explore Kryptgarden Forest and report back to Khelgar with regards to a "dangerous threat."  Acquiring the book opens the area.

 

STORY POINT - The Truth of the Matter:  Daerred and his allies fought off a githyanki scouting band patrolling the high road.  They used "Speak with Dead" on one of the corpses and discovered she was part of a larger force, based in Kryptgarden Forest, and seeking information about the Knight Captain.  The "theft" of Gith's Silver Sword is not something likely to ever be forgiven - or forgotten.  The adventurers gathered their equipment and set out to discover more information.  They have not been heard from since.

 

_________________________________________________

 

- Area Encounter: Supreme Sword Seekers

(OPTIONAL CONTENT)

Upon entering Kryptgarden and exploring it, they Knight Captain will eventually run into the githyanki force.  The enemy force is lead by none other than Vlaakith herself.  The knights will have vorpal Silver Swords, and there will be a number of healers and magic users.  Additionally, there are three Adult Red Dragons present.  The Lich-Queen will offer to forgive "The Kalach-Cha" for stealing the Silver Sword of Gith - if the player surrenders the blade to her.  As an additional bartering chip, they have captured Daerred and his companions, and are holding them hostage.

 

- If the Player gives away the Silver Sword of Gith: Vlaakith departs with the weapon, dragon escort and most of the attack force, leaving a small number of Gith to punish the Knight Captain for the "murder" of Zeearie.  (She only said she would forgive the theft of the sword, not the Kalach-Cha's MANY OTHER crimes).  One of the slain githyanki will have the key to the nearby tower.

 

- If the Player keeps the Silver Sword of Gith: Vlaakith and the entire githyanki force, (plus dragons), assails the party - in what is designed to be one of the most unfair and difficult battles in the game.  The assailants will be arrayed so that it becomes very painful to engage the casters, as enemy fighters will prioritize knockdowns and disarms.  When Vlaakith reaches 70% health, she will flee, leaving her minions to die or win in her absence. One of the slain githyanki will have the key to the nearby tower.

 

If the player wins the battle, the Sword of Gith will gain its final power - a Vorpal Attack, Slashing/DC 26.

 

_________________________________________________

 

- Area: Infestation - The Crossroad Keep Caverns

(OPTIONAL CONTENT)

Aldanon will complain, (in the most long winded and addled way possible), of unpleasant bugs making their way into the library from the escape tunnel.  While the library entrance to the caverns has been sealed - for security reasons - there is a second entrance from the basement level, and the player can elect tov isit the area and kill off the insects.  (This will unlock the entrance).  In the caverns below, the Knight Captain finds an unpleasant assortment of creepy-crawlies... and what stirred them up... the Death-Widow, a house sized spider with a lethal bite.  Slaying it nets 15,000 experience and a drawn out meandering story from Aldanon.

 

If the Knight Captain befriended Kistrel, they will encounter her when clearing the infestation, and she will make some friendly gestures to her beloved friend.  She will remain in her small lair.  If the party engages Kistrel in dialog with Safiya in the party, the Red Wizard immediately recognizes the baleful polymorph, and dispels it.  Kistrel lays on the ground a moment, shocked, and shakily rises to her feet.  She then stammers for a moment... trying to become accustomed to a human mouth again.  Her first coherent words are "s-so... hu... hun.. h-hungry...". 

 

Kistrel is then added to the roster, and the party is jumped to the Phoenix Tail Inn, where Kistrel sits, stuffing her face with Ale and food. Duncan makes a disparaging remark about her eating more than the free-loading dwarf, and Neeshka, if present, piles on stating that Kistrel and Khelgar would both be at home in the pigsty.  Khelgar pipes in and warns Kistrel to not mind the tiefling - Neeshka's just jealous spiders don't have anything to steal, ("...and Tyr knows you probably checked!"). 

 

After clearing several plates, Kistrel professes her undying "love" to the Knight Captain, and swears to do literally ANYTHING he/she wants forever - in an amalgam of child-like naivety and a small bit of impishness.  (Kistrel's personality could be summed up as a merger of the blunt honesty and simple curiosity of puppy with the innate cunning of a vixen.  She is brilliant, easily distracted, very forward in expressing her wants and not terribly restrained in pursuing an object of her desire)

 

If Safiya is romantically involved with the PC, she makes some very cutting remarks, and takes a marked dislike to Kistrel - offering, (threatening), to change her back into a spider again.  Gann will volunteer to show Kistrel the various... amenities... of Crossroad Keep. (If the player is romantically involved with him, they will have the option of making some pointed comments directed at the somewhat lecherous Hagspawn).

 

The player will be allowed to question Kistrel about her past, and she will offer some tidbits, but she's been polymorphed for so long that her memory is very unreliable.  She remembers a mission, some vague snippets of dead companions, and a name - "the Kaiser."

 

STORY POINT - The Truth of the Matter:  Kistrel is the last survivor of the company Alustriel Silverhand dispatched to stop the Kaiser.  They relentlessly tracked the tiefling for the better part of a year, and when they finally caught up with him - in the caves below Ember - they fought a pitched battle, in which the heroes were routed.  (The glowstone in the cavern was dropped by one of the Spellguard killed in the fracas).  During the battle, Kistrel fell victim to a baleful polymorph, transforming into a giant spider.  Confused and frightened, she fled into the cave's darkest reaches, and slowly began to lose her mind.  Only the close proximity of her comrade's glowstone allowed the sorceress to keep what shreds of her humanity she retains.  If not for the minor artifact infusing the entire cavern with magic, Kistrel would have certainly succumbed to the Blackguard's curse decades prior.

 

_________________________________________________

 

- Area: The Church of Tyr's Catacombs

(OPTIONAL CONTENT)

The Ivarr the Blessed will mention that many of the corpses in the catacombs below the temple have recently animated.  While they remain hedged off from the rest of the fortress by a barrier he erected, they present a grave danger should the ward fail - the dwarf requests the Knight Captain destroy the creatures.  Completing the quest ears 10,000 exp and a magical item.

 

STORY POINT - The Truth of the Matter:  The undead below the church have awakened due to the spreading radiations of the summoning circle, which is growing more potent and uncontrollable by the day.  Upon completion of this quest, the player will find a Death Knight's Diary, which when presented to Ammon Jerro, will net the player 1,000 experience and prompt the Warlock to piece together a bit more of the rift's riddle.

 

_________________________________________________

 

- Area: Shandra Jerro's Tomb

(Coming Soon)

(OPTIONAL CONTENT)

 

_________________________________________________

 

- Area: Stone Bridge

(OPTIONAL CONTENT) - The newbie hunting ground - a wide, open area, with a large stone bridge over water, a road, a guard tower, and respawning enemies.  All low level quests from Daeghun will direct to this area. 

 

_________________________________________________

 

- Area: Startear's Tower

(Coming Soon)

(OPTIONAL CONTENT)

 

_________________________________________________

 

- Area: The Path of Zerthimon

(Coming Soon)

(OPTIONAL CONTENT)

 

_________________________________________________

 

- Area: Illefarn Artificer's Ruins

(Coming Soon)

(OPTIONAL CONTENT)

 

_________________________________________________

 

- Area: Host Tower Dungeons

(Coming Soon) - Discover the connection, rescue Casavir.

 

_________________________________________________

 

- Area: The Whalebones

(Coming Soon) - Board the Vigilant II, sail to Pandire Isle, discover who's behind the pirate attacks.

 

_________________________________________________

 

- Area: The Unicorn Run

(Coming Soon) -  The first area the Knight Captain enters when following Umoja's quest to speak to the Grandfather Tree.  After completing it, ass The Lost Peaks to the World Map.

_________________________________________________

 

- Area: The Lost Peaks

(Coming Soon) - Umoja would like to commune with Grandfather Tree.  Explore the mountains and surrounding area.  The Tree Ghost  Tribe will attack - if Bodvarr is in the party, a peaceful encounter can take place.

_________________________________________________

 

- Area: Mirabar

(Coming Soon) - Tracking down the Kaiser's base of operations.

 

_________________________________________________

 

 

- Area: Granite Hold

(Coming Soon) - Infiltrate the keep, discover the leader.

 

_________________________________________________

 

- Optional Cut Scene: Uncus and Axel

(Coming Soon) - Cut a deal with the Shadow Thieves be smuggled into Neverwinter.

 

_________________________________________________

 

- Optional Cut Scene: Cormick & Colonel Brelaina

(Coming Soon) - Sneak into Neverwinter disguised as a watch member.



#63
Petite Colossi

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Nice, downloading to try it out now.



#64
Sabranic

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Campaign Plot Overview DR 1376: Chapter 2: The Unfavored

 

- Area: Highcliff

(Coming Soon) - Explore town, board the Vigilant II, sail to Neverwinter.

 

- Cut Scene: Neverwinter Docks

(Coming Soon) - Welcome back to Neverwinter.

 

- Area: Neverwinter Docks

(Coming Soon) - Explore the Neverwinter Docks.

 

- Optional Cut-scene: Axel's Hideout

(Coming Soon) - Agree to help the Shadow Thieves battle the insurgent Nightmasks.

 

- Optional Cut-scene : Cormick's Garrison

(Coming Soon) - Agree to help the Watch fight off the Nightmask threat.

 

- Area: Nightmask Guild Hall

(Coming Soon) - Attack the Nightmask Headquarters, learn who is responsible for them.

 

- Area: Neverwinter Black Lake District

(Coming Soon) - Explore the Black Lake district, get smuggled into Castle Neverwinter.

 

- Area: Castle Neverwinter Infiltration

(Coming Soon) - Disguised as a Watch member or a Servant, infiltrate a feast attended by Nasher in honor of the city's great benefactor - the Kaiser.

 

- Cut-scene: Neverwinter Castle - Exposed

The party is outed and the Knight Captain's return made known in the middle of the celebration.  The Kaiser plays the infiltration off as a betrayal on the part of the Knight Captain.  The party tries to bring their evidence of the Kaiser's plot to Nasher's attention, but the Lord, sickened, barely coherent and enthralled by his bodyguard will hear none of it. The Knight Captain is ordered to stand down and return to Crossroad Keep and await further orders.

 

- Area: The Tomb of Horrors

Following his pattern of destroying Neverwinter's Champions, the Kaiser sends word that the Knight Captain is to solve the mystery of a strange, uncharted Island which has recently appeared west of the Red Rocks.  The Blackguard knows full well what truly lies in wait, and justifiably expects the Knight Captain to meet his end in Acerack's labyrinth. An expedition is mounted and the party joins a small contingent of elite Greycloaks in challenging the Tomb aboard the Vigilant II.

 

While exploring the Tomb of Horrors, it will be possible to recruit two hidden companions, Eirinn and Ithefelle.



#65
Sabranic

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Campaign Plot Overview DR 1376: Chapter 3: The Hammer Drops

 

- Cut-Scene: Crossroad Keep

Upon returning to  Highcliff, (after successfully destroying either the Fake or real Acerack),  the party is confronted by Nevalle, who informs them the Kaiser has assumed direct control of Neverwinter. A few short days prior, the Tiefling announced to the saddened population that their beloved Nasher Alagondar perished - his last order to install Kaiser as the city's Steward.  However, Nevalle's spies discovered that not only is Nasher alive, but he's being secretly jailed in the deepest hole in the Neverwinter Dungeons.  A bold plan is hatched to rescue the leader with the help of either the Shadow Thieves or the City Watch.  Making matters worse, Kaiser's political allies are spreading rumors that Lord Nasher's death was not accidental - and the Knight Captain was somehow involved in the plot.

 

- Cut-Scene: Neverwinter Castle

Word has reached Kaiser that the Knight Captain survived the Tomb of Horrors, and the tiefling is escalating matters.  Speaking to a shadowed figure, flanked by Isho, Edwin and Sendai, Kaiser monologues for a time in a barely restrained rage, explaining how much damage the heroes have done to his plans.  The shadowed figures steps into the candlelight, revealing himself to be Orbakh, the vampiric Manshoon clone, who also has a score to settle with their shared foe.

 

- Area: Neverwinter Dungeons

Posing as either captured criminals or as guards with the City Watch, the Knight Captain and one companion infiltrate the jail.  Through either force of arms or guile they must make their way to basement three, free Nasher and then escape in a wagon of coffins driven by Uncus or Cormick. 

 

- Cut-Scene: Neverwinter Dungeons

They player finds and rescues Lord Nasher, who, absent his constant diet of toxins and the betrayal of his "loyal friend," has returned to his senses.  Nasher pleads forgiveness and atones for his behavior during the Knight Captain's homecoming.  He joins as a henchman, and the player must protect him as they either fight or sneak their way to the freight docks.  If Nasher falls, it's game over. 

 

- Area: Neverwinter Docks, Night

As the Knight captain approaches the moored Vigilant II, they are met by the player's companions, and allowed to reform the party to a full six members.  Standing in-between them and the ship is large force of Nightmasks, worgs, bats, vampires, corrupt city watch and Orbakh himself.  The player will have to destroy all of the enemies while protecting Lord Alagondar - if he falls, the game ends.  Once defeated, Orbakh turns into mist and escapes. As more and more of the corrupt watch arrives, Shadows Thieves serving Axel or Loyal Greycloaks under Colonel Brelaina show up to even the score.

 

Cut-Scene: Neverwinter Docks

Orbakh confronts the Knight Captain, and reminds him that the vampire will haunt the player's every move until one or the other is destroyed.  A battle then begins on the dock before the Vigilant II.  After the fracas, Orbakh flees in gaseous form just as the Kaiser, Isho, Edwin and Sendi arrive - too late to help.  They watch in a rage as the Vigilant sails away.  Kaiser orders Edwin to sink the ship, but Safiya counters his magic repeatedly until the vessel is out of range.

 

- Area: Crossroad Keep

After disembarking in Highcliff, the Knight Captain and allies return to crossroad keep.  The Neverwinter Consulate is unlocked, and Nasher bides his time there.  Also at this point, the restrictions on purchasing the deed to the keep are lifted, now that the player is no longer under asinine  restrictions courtesy of the Kaiser. 

 

- Cut-Scene: Neverwinter Consulate

Nevalle's Spies have discovered that Kaiser has now dropped the veil entirely.  Knowing his legitimate facade is ruined - and his secondary plan of conquest is all but scuttled - the Blackguard has openly moved his army of Mercenaries, Demons, Red Wizards and Drow from Granite Hold to Neverwinter.  He still has his primary goal, and he means to reach it before the Lords Alliance can thwart his plans.   The Blackguard is staging a massive assault against Crossroad Keep, alongside Orbakh and his Nightmasks.  If he can put the Knight Captain's force down, his primary goal will render all every other responses to him immaterial.

 

Instituting martial law, Kaiser is using the captive people of Neverwinter as a shield against Waterdeep's already mobilized forces.  The Knight Captain must now use Startear's teleportation pad to travel far and wide in search of allies to bolster his forces for the coming assault.  A dialog will be available when speaking to Chir listing potential allies and locations to teleport to.

 

- Cut-Scene: Mulsantir - Beseeching the Witches

(Coming Soon)

 

- Cut Scene: Old Owl Well - Alliance with the Orc Tribes

(Coming Soon)

 

- Cut-Scene: Lizardfolk Caverns - Negotiating with Chief Slaan

(Coming Soon)

 

- Cut-Scene: Ironfist Clanhold - Gathering the Dwarves

(Coming Soon)

 

- Cut-Scene: Westgate - Church of Lathander - Battle Healers of the Sun God

(Coming Soon)

 

- Cut-Scene: Samarach Temple of Sseth - Aid from the Scaled Ones

(Coming Soon)

 

- Optional Cut-Scene: Daggerford- Shadow Thieves Headquarters

Meeting with Rhinnom Dannihyr to discuss an alliance with the Shadow Thieves.  Diplomacy, Bluff and/or Intimidate in the high 30's will be required to successfully recruit the Shadow thieves.  If the player did not allow the Shadow Thieves to set up a guild hall in Crossroad Keep, then this option will not be available.

 

__________________________________________________________

 

This is the dividing line in the campaign - once the player has unlocked all of the areas, made alliances, they are free to fully explore all of the Sandbox features - or, they can speak with Lord Nasher, and begin Chapter 4 - the final series of battles that conclude the campaign.



#66
Sabranic

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Campaign Plot Overview DR 1376: Chapter 4: The Battle for Crossroad Keep

(Reserved)



#67
Sabranic

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Campaign Plot Overview DR 1376: Conclusion: - Farewell to Old Friends

(Reserved)



#68
Sabranic

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Nice, downloading to try it out now.

 

Just so you're not too disappointed, Crossroad Keep is in Alpha 1, and the Tomb of Horrors is Alpha 3, soon to go Beta 1.  If you want something you can actually play through, stick to the Tomb - I will note the testing/debug features in the Tomb are still enabled, so take that into account if you are looking to actually play it. 

 

;)



#69
Sabranic

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Development Diary 4/5/16:

- Imported most of the ToH scripting and conversations into the Crossroad Keep Module.

- Removed all non-essential items, creatures and scripts from he Crossroad Keep Module.

- Finished the first draft of Antagonist's Backstory/Timeline. Click HERE to read.

- Drafting campaign plot Summary, Click HERE to read current revision.

- New, smaller version of the Crossroad Keep module available for download.

 

 

Please feel free to critique the plot as I attempt steering our heroes to a satisfying conclusion.   I am professional designer, so I'm quite accustomed to criticism.  Any insights, opinions or problems the community has with pacing, dialog, direction or characterization I would like to hear about.   Nothing presented here is set in stone until the coding starts, and I am always willing to consider a good idea or some logistical oversight that I've failed to account for.

 

Thank you all very much for you support this far.  Everyone here has been incalculably helpful.



#70
Sabranic

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Development Diary 4/7/16:

- Continuing integration of ToH Scripts to Crossroad Keep Campaign.

- Adding various vault accessory packs to the module.

- Enabling MotB Silver Sword.

- Updating Kistrel to wear glasses.

- Creating invisible cape.

- Updating character downloads and screen shots.

- Updating Bodvarr to use the invisible cape.

- Adding Katar to the equipment lists.

- Creating 11 Katar Icons.

- Creating 11 Types of Katar - Normal, +1-5 Magical, Adamantine, Alchemical Silver, Cold Steel, Darksteel, Mithril.

- Creating16 new types of ammunition and throwing weapons.

- Adding all new items to CK merchant.

- Updating .2DA files.

 

kistrel1.jpg

 

kistrel2.jpg

 

bodvarr2.jpg


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#71
Sabranic

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Development Diary 4/10/16:

- Going through my stock art archive/CD's and finding usable food images.

- Cropping fifty food images, adjusting scale, color correction, adding an outer glow similar to the one used by Obsidian.

- Running the image factory through the texturizer to remove some of the photo-realism from the images.

- Exporting the files as 24 bit .tga images.

- Updating the campaigns nwn2_icons.2DA file.

- Adding the food as purchasable items in the Phoenix Tail Inn.

- Creating a stand-alone version of the icons for anyone who would like to use these icons for their own projects.

- Enabling Charlie's Appearance Changer and a store merchant to sell the service.

 

food_icons.jpg

 

food_store.jpg

- Download the stand-alone version HERE.

 

 

 

 

...and yes... there are in fact turnips.  Janson Brand ™.  Imported from Amn.



#72
Sabranic

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Development Diary 4/11/16:

 

food_icon_ironrations.jpg Iron Rations: This small pouch contains enough dried fruit, hardtack and salt pork to feed one adult for a day. 

To rest in the field or dungeons, a character is required to have at least one pouch of rations, which is consumed as an evening meal.  (Other varieties of food purchased from a vendor will also suffice).

 

- Implementing an Iron Ration system - one ration is required per rest period.  They stack in groups of ten. 

- Adjusting the tags/scripts so all new food items are also considered Iron Rations.

- Creating 50 food objects and adding them to the Phoenix Tail Inn's store.

- Adding various small beneficial effects for consuming food items.

- Updates to the various merchant sold wand/rods - aligning them more to the properties in the PHB.

- Adding one Iron Ration to each companion's starting inventory.

- Adding Iron Rations to the Phoenix Tail Inn, Uncus's Shop and the Beginner's Caravan merchant inventories.

- Updating the Drop Box CK Module to reflect the changes.

- Implementing the following special scripted weapons:

  • Staff of the Magi - Based on 2nd Edition Staff
  • Staff of Power - Based on 2nd Edition Staff
  • Rod of Lordly Might - As designed by Kaldor Silverwand
  • Dream Weapon - As designed by Kaldor Silverwand
  • Safiya's Scarlet Staff of the Magi - Completely new item.
    (Special Thanks to Kaldor Silverwand for his scripts).

invisible_man.jpg

 

- Implementing an invisible man for testing and screenshots.  Click HERE to download.



#73
Sabranic

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Sand's Merchant Emporium - 99% Complete

 

sand_emp_1.jpg

 

sand_emp_4.jpg

 

sand_emp_3.jpg

 

sand_emp_2.jpg

 

Implemented Features:

- Sand's Magician Shop: Wands, Staves, Spells, Robes, Miscellaneous Magic Items.

- Caelryna's Trade Goods: Head-wear, Exotic Weapons.

- Mur'eil & Mar'tauren Hadwell's Jewelry: Rings and Necklaces.

- Katar's added for sale.  The Katar is treated by the game a Kama.  They are essentially cosmetic, but darn cool.
(Special thanks to Tarim for his great weapon pack HERE).

 

Planned Features:

- Conversation revamp for Sand.

- Background conversation with Red Wizards.

 

weaponstore.jpg

 

Story Background: Mur'eil and Mar'tauren were the only two of Safiya's students who both remained loyal and survived the Academy's purge.  The primary reason for her temporary departure after MotB was to rescue these two pupils.  Safiya continues their education in her laboratory, and the pair earn a living by selling their "projects" in Sand's shop.

 

As for Sand, the elf finds the duo's antics barely tolerable - but he enjoys the foot traffic they bring into his shop.



#74
Sabranic

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Sorting out some small web hosting issues, images will be back up shortly.



#75
Sabranic

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Development Diary 4/12/16:

- Capturing 40 screen shots for the ToH and CK Campaigns.

- Cropping, desaturating, texturing, adding decorative frame and positioning screen captures.

- Exporting the captures as 24-bit .TGA files.

- Meeting with our contracted artist: 18 of twenty character portraits completed. 

- Updating the loadscreens.2da file.

- Adding the new loading screens to each area.

- Updates to plot points and main landing page.

 

loading_screens_close.jpg

 

loading_screens_demo.jpg


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