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NWN 2 Conclusion Campaign + Tomb of Horrors Revamp


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#126
Sabranic

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Development Diary 5/24/16:

- Fixing a major mistake in the ToH.  Thanks to Tchos and kevL for the suggestions, they helped me track it down.

- Adding Copper Pieces and Rhinestones... say what?  We told you Acererak is a jerk... remember?

- Mimic's added.

- Added a fountain to drink out of.

- Added a fountain that you probably shouldn't drink out of.

- Two Words: Rust. Monsters.  Have fun with that.

- Creating a character icon set sized to Tchos's UI.  Will be included in the download for those using that interface.



#127
Sabranic

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Development Diary 5/26/16:

- New updates to the Monstrous Compendium.

- Discovering an error in my testing methodology, thanks to kevL, and am now no longer trying to "fix" unbroken things.

- Added new encounters to the throne room.

- Fixed an Adamantine Door so that it now locks the players in properly.

- Restoring Captain Lastri's original crew.



#128
Sabranic

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Development Diary 5/27/16:

- Setting walking waypoints and adding heartbeat action scripts to the ToH NPC's.

- Fixing a Warmace, rapier, morning star and mace graphic - Obsidian used the wrong one.

- The latest updates to kevL's hydration system.

- Updating Elminster's Ecologies: Appendix IV - Beasts of Oerth.

- Creating waypoints for all encampment defenders to return to their starting positions after killing monsters.



#129
Sabranic

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Development Diary 5/29/16:

- Creating two special Rewards for anyone able to actually defeat the REAL Acererak in the ToH.

- Creating an Enchanted Waterskin.

- Adding the magical item: Murlynd's Spoon.

- Testing new magical items.

 

_____________________________________________________________

 

Murlynd's Spoon:

This roughly carved wooden spoon is actually a potent magical item. When placed in an empty bowl, cup, or dish, the vessel fills with a thick, pasty porridge - with a taste and texture not unlike wet cardboard.  Despite the food's appearance, it's as nourishing as a full meal.

 

The utensil can generate food once each day.

 

Powers:

- Unique Power: Create Food - Porridge. (1 use per day)

 

_____________________________________________________________

 

Enchanted Waterskin:

Made from supple goat hide, this waterskin is enchanted to resist wear and grime, appearing as though it were newly made.  A round  emblem is embroidered on both sides of the flask, depicting eight wizards  standing in a circle, each casting different magical spells.

This waterskin refills itself, making it one of the most boring - yet highly practical - mystical items an explorer can invest in.  Twice per day the flask opens a small portal to the elemental plane of water, magically regenerating its contents.

 

Powers:

- Unique Power: Heal Thirst Gauge 15. (2 uses per day)

 

_____________________________________________________________

 

EDIT: Nerfed Murlynd's Spoon: Preventing exploits which could yield unlimited food and unlimited gold.

- Spoon now only generates one porridge per day.

- Porridge now cannot be traded.

- Porridge now cannot be sold.

_____________________________________________________________

 

Intent: Anyone actually able to beat the Demi-lich form of Acererak - not the false Lich version required to advance the campaign plot -  has accumulated a level of power that far exceeds what will be necessary to complete the actual campaign.  For frame of reference, demi-lich Acererak is a bonus optional Super-boss in a campaign designed to be "Dark Souls difficult."

 

The Murlynd's Spoon and Enchanted Waterflask are rewards for a truly reality defying player, the pair of which will allow one single character to effectively ignore the food hydration system.  If the player is at such a power level they can actually complete the Tomb of Horrors and destroy the true form of its master, they will have quite handily totally exceeded every shred of challenge the main campaign can offer. 

 

I.E. Congrats - you broke reality.  Trust us... if you have these items... you earned them.  Consider them a bragging rights reward with some handy bonus features.  Anyone capable of beating Demi-Lich Acererak has transcended all mortal limitations. 

 

PS: Yes we plan on having a counter to Spiritual Evisceration.



#130
Sabranic

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Development Diary 5/30/16:

- Creating three types of rope, requires to use climbing points.

- Adding the Markshire Climbing System by Markshire.

- Writing a Climbing Manual.

- ToH typo corrections.

 

______________________________________________

 

Rope:

This is a length of stout hemp rope. With it, one can attempt to climb free of pit traps or up sheer surfaces.  After ten uses, the rope will wear out and become unsafe to use.

Though not the equal of proper climbing tools, (which only rogues, mountaineers and professional burglars are versed in), this rope still makes it possible to climb otherwise inescapably deep pits or reach high locations.

 

______________________________________________

 

Silk Rope, Pitons & Climbing Harness:

This is a length of supple silk rope, mithral pitons and a climbing harness.  A character may use them it to scale sheer surfaces - or the walls of a pit trap.  After ten uses, the tools will wear out, becoming too dangerous to deploy.

Due to the gear's light weight and sturdy construction, the equipment is perfect for burgling or scaling walls - granting a +10 bonus to the climbing attempt.  However, only rogues, mountain climbers and cat-buglers are properly versed in its usage.

 

______________________________________________

 

Rope of Climbing:

This is a length of magical spider-silk rope.  Its owner may use it to climb free of pit traps or up sheer surfaces.  Unlike normal ropes, this mystical cord  actively helps its user climb, removing the need for pitons and a harness.  Additionally, it never seems to show signs of wear - even with extended use.

This enchanted rope is perfect for burgling or scaling walls, granting its user a +15 bonus to all climbing attempts.  However, the cordage's power only works for rogues - it refuses to operate in the hands of anyone else.



#131
Sabranic

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Updated: 6/7/16:

 

Sample Book: Climbing Manual

This will be in the inventory of Neeshka and Rinara - (and also for sale at the Shadow Thieves Guild).

 

 

<color=darkred><b>Climbing Manual: </b></color>
The Beginner's Guide to Scaling Sheer Surfaces
<color=blue><b>Vol: 12</b></color>
<color=blue><b>Revision: 22</b></color>
<color=blue><b>Published: 1357 DR</b></color>
<color=blue><b>By: Gaelan Bayle</b></color>

Welcome to the wold of climbing dear neophyte!  Allow me to introduce myself... I am Gaelan Bayle, intrepid master of scaling surfaces both sheer and craggy. I am uniquely qualified to be your instructor, having spent decades perfecting my... "craft" along the length of the Sword Coast.  From conquering peaks to burgling mansions - and even extricating myself from the occasional pit-trap - few who live can match my expertise in this area!


<color=darkred><b>Tools:</b></color>
_________________

First off, if you want to climb, you'll need the proper tools.  While climbing a wall free-form is a great way to impress the local strumpets, it's also a fine way to snap one's cocky neck.  Fair warning friend... unless you have climbing tools, you won't likely be scaling much of anything.  Therefore, I'd advise you leave daredevil stunts and other related tomfoolery to the soon-to-be-crippled, the clinically insane or the truly desperate.

There are four varieties of climbing gear available, which we'll cover below:

<color=blue><b>Nothing:</b></color>
- Skill Check Bonus: -30
- Cost: Nothing
I did warn you about attempting climbs without a rope - did I not?  So you're intent on trying anyways?  Ah well... you were warned.  Anyone attempting to scale a surface absent climbing aids will suffer a huge penalty to their attempt!  If one were keen on making unaided climbs habitual, they'd be wise to get their affairs in proper order.
- Pro: No rope required.
- Pro: Anyone can ATTEMPT it.
- Con: Have a Healer on standby.

<color=blue><b>Rope:</b></color>
- Skill Check Bonus: +5
- Cost: 15 Gold Pieces
This is a length of stout hemp rope. With it, one can attempt to climb free of pit traps or up sheer surfaces.  After ten uses, the rope will wear out and become unsafe to use.

Though not the equal of proper climbing tools, (which only rogues, mountaineers and professional burglars are versed in), this rope still makes it possible to climb otherwise inescapably deep pits or reach high locations.  A rope gives its user a +5 bonus to climbing checks.
- Pro: Anyone can make use of rope!
- Pro: Dirt cheap!
- Con: A greater chance of falling!

<color=blue><b>Silk Rope, Pitons & Climbing Harness:</b></color>
- Skill Check Bonus: +10
- Cost: 30 Gold Pieces
This is a length of supple silk rope, mithral pitons and a climbing harness.  A character may use them it to scale sheer surfaces - or the walls of a pit trap.  After ten uses, the tools will wear out, becoming too dangerous to deploy.

Due to the gear's light weight and sturdy construction, the equipment is perfect for burgling or scaling walls - granting a +10 bonus to the climbing attempt.  However, only rogues, mountain climbers and cat-buglers are properly versed in its usage.  Other untrained classes merely gain the +5 benefit of a standard rope.
- Pro: Greatly reduced chances of falling.
- Con: More expensive than rope.
- Con: Requires specialized training (Rogue or Bard Levels).

<color=blue><b>Rope of Climbing:</b></color>
- Skill Check Bonus: +15
- Cost: 60,000 Gold Pieces
This is a length of magical spider-silk rope.  Its owner may use it to climb free of pit traps or up sheer surfaces.  Unlike normal ropes, this mystical cord  actively helps a trained user climb, removing the need for pitons and a harness.  Additionally, it never seems to show signs of wear - even with extended use.

This enchanted rope is perfect for burgling or scaling walls, granting its user a +15 bonus to all climbing attempts.  However, the cordage's power only works for rogues - its greater magical properties refuse to operate for other classes, acting as regular rope. (+5 to climb checks).
- Pro: Almost impossible to fall.
- Con: Exceedingly rare.
- Con: Astronomically expensive.
- Con: Requires specialized training (Rogue or Bard Levels).


<color=darkred><b>How to Climb:</b></color>
_________________

Now that we've covered the essential tools, let's discuss mechanics my dear readers!  Pay close attention and we'll have you scaling surfaces like a billy-goat in no time.  Or at very least, reduce your chances of an express ride to Kelemvore's court!

<color=blue><b>What Makes Climbing Impossible:</b></color>
- Over-Encumbrance: If you're carrying too much junk to move, you can't climb up a sheer surface!

- Offhand Weapon, Item, of Shield: You MUST have a free hand to use your climbing tools!

<color=blue><b>What Makes Climbing Difficult:</b></color>
- Encumbered: If you're role-playing a pack-mule and cart, scaling walls is difficult, incurring a -3 penalty.

- Wearing Armor: Wearing armor makes climbing difficult!  Light/Medium/Heavy Armors incurs a penalty of -2/-4/-7 to all climbing checks.

- Climbing Without a Proper Tools: Not using a climbing aid will give you a whopping -30 on your climbing check!

<color=blue><b>What Makes Climbing Easier:</b></color>
- Class: Some classes are trained in the art of climbing.  Rogues and Bards are quite adept at tackling vertical inclines, gaining a +5 bonus.

- Race: A few races are naturally skilled at scaling sheer surfaces.  For example, Halflings are very capable climbers, gaining a +2 bonus.

- Climbing Gloves: These gloves are a combination of supple rayskin and gritty sharkskin on the palms and fingertips.  When worn, they grant a +2 bonus on attempts to scale sheer surfaces or use climbing gear. Only rogues, mountain climbers and burglars understand how to properly leverage these gloves.  Other classes will not gain any benefit from them.

- Cat-burglar's Attire: These dusky silk outfits are designed with thieves in mind.  Their deep colors blend well into the night's shadows, and they are covered with loops, hooks and slings to snugly holding ropes, pitons and lock-picking tools.  It takes specific training use this equipment however, and thus, only rogues will benefit from the +5 climbing bonus while wearing them.

- Ring of Feather Falling: This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than five feet.

<color=darkred><b>Chances to Climb a Surface:</b></color>
_________________

So what are the odds of scaling a rock wall or pulling yourself free of a pit?  A wise "professional" should always calculate their chance of failure when attempting to climb a surface - one must always properly gauge risk v.s. reward.  (Unless they plan on opening an expense account with Ilmater's clergy).

<color=blue><b>No Pressure - Take Ten Rule:</b></color>  
Take Ten applies to any ability or skill check that involves a catastrophic result of failure.  A character adds their Strength Modifier to ten and this is considered "the roll."  This assumes the person is taking their time, being cautious and acting methodically.  If the "Take Ten" is higher than the Climbing DC, the character automatically climbs up or down a surface.

<color=blue><b>Under Pressure - Climbing Check:</b></color>  
If a Take Ten  cannot succeed OR if a character is engaged in combat, they will have to roll a Climb Check.  They must roll d20 and add their Strength Modifier to the attempt.  If they succeed, they may climb up or down.  Should they fail...


<color=darkred><b>Consequences - What happens when you Screw Up and Fall:</b></color>
_________________

Ahh, so you've bought the best gear, spent time honing your skills, and decided to shinny up a granite wall.  One frown from Waukeen later, (coupled with a slick patch of moss), and the cliff-face is sailing past you at an alarming pace.  Upside? Congratulations on your discovery of unaided manned flight!  Downside? Your speed is terminal and your maneuverability is restricted to a single direction - down.  

What now?  Well... to be blunt - pun intended - you're about to get hurt.  Probably significantly.  I sincerely hope you're on speaking terms with some manner of priest.  Fortunately for the beginning climber, not all screw-ups are crated equal - the height at which the unplanned decent begins may be  the difference between "a few busied ribs" and "role-playing an ocher jelly."

<color=blue><b>Damage:</b></color>
Falling damage is measured in increments of 1d6 per ten feet fallen - with a ceiling of 20d6, (for a two-hundred foot plunge).  Anything beyond two-hundred feet will kill anyone not packing some serious magical firepower.

<color=blue><b>Minor Failure:</b></color>
If a player misses a check by five or less, they make it halfway up, and fall HALF the height.  For example: If the height is sixty feet, then the unfortunate sap will tumble head over-heels for thirty feet, sustaining 3d6 damage.

<color=blue><b>Critical Failure:</b></color>
If any character misses their check by 6 or more, they have fallen the whole distance.  Example:  If the height is one-hundred-and-twenty feet, our sentient meteorite will suffer 12d6 damage on impact.

<color=blue><b>Falling While Climbing Upwards:</b></color>
If a character fails their Climbing Check while scaling up a surface, they end up back where they started.  They must then decide of they wish to continue attempting ascents, or exercise some good judgement and give up.

<color=blue><b>Falling While Climbing Downwards:</b></color>
The positive side of climbing downward is that arrival at the target destination is one-hundred-percent assured!  On the negative end of the spectrum, no guarantees are made on the condition of the climber once they reach the landing zone.  Any attempt to climb down will always result in successfully reaching the ground.  (One way or another).


<color=darkred><b>Conclusion:</b></color>
_________________

Well that about wraps it up!  I hope you found this guide helpful and enlightening!  Go grab yourself some tools and break a leg!  Or preferably... don't!
<color=blue><b>- Gaelan Bayle</b></color>


<color=green>DISCLAIMER: Please note that nothing provided in this manual is considered actual climbing training, and Gaelan Bayle, his publisher and the Shadow Thieves of Amn are in no way liable for any fractures, contusions, concussions, compound breakage, decapitation, liquefaction, pulping, defenestration, dismemberment, disembowelment or any other variety of injury sustained while following the non-advice provided here-in.   This tome is intended for entertainment and educational purposes only - and anyone scaling sheer surfaces is out of their ever-loving skull. Read: It's not our fault when they die.  Horribly.  Seriously though - don't attempt to sue us.  We will kill you.  No... we don't mean metaphorically.  We will send Arkanis out with a portrait of you, and he will slip nightshade into your haggis.</color>



#132
ArtemisJ

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I love the emphasis on Non-Combat items. I wish more modules invested in that. ^_^


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#133
Sabranic

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Development Diary 6/02/16:

- Getting latest revisions uploaded to Dropbox.

- Getting input/advice on possible implementation of a climbing system from several community programmers.

- Running testing based on community input.

- Creating a new Rope + Piton icon for rogues.

- Creating a word document with the entire plot chain, will then edit for grammar/spelling and make available for download/community review.

 

The three types of climbing ropes:

climbing_ropes.jpg

 

- Thanks Tchos, kevL and kamal_ for the exceptional input and direction.



#134
Sabranic

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Development Diary 6/05/16:

- Styling Elminster's  Ecologies and formatting it so the book is more readable.

- Creating a new Monster - The Skeletal Champion.

- Adding placeables and encounters to "the final level."

- Adding kevL's updated climbing script and running tests on it.  It now checks armor, reports it's actions, and works brilliantly.

- Adding ArtEChoke's Mimic to several places.

- Having NO FUN with conflicting HAK packs.  Fixing the issue took all day.  But the creatures rock and the price was right...

- Adding Lord Emil & September's Rust Monster to the ToH.  They just ate our test character's rings.

- Adding a Door 1 and Door 2 Sadistic choice to "the final level."

You've Chosen Your Doom...

Sadness Shall Bloom...

Now Get Ready...

You'll Collect Your Gear With A Broom!

 

You've Chosen Your Doom...

Despair Shall Loom...

Now Get Ready...

You'll All Die In This Tomb!

 

 

Once the climbing script is wrapped up and added to the pit traps, the ToH will be ready for a beta and handing off to our 3D modeler who will add some special surprises. 

 

:D

 

While the beta test runs, I'll work on a proper introduction and ending movie.



#135
Sabranic

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Development Diary 6/07/16:

- Continuing to test and implement the kevL improved Markshire Rope System.

- Updating merchants.

- Updating the climbing manual to reflect mechanics changes.

- Getting angry with WinLAME and using Adobe Soundbooth instead.

- Converting the soundtrack to 128kbp .BMU files.

- Dealing with painful Dropbox connectivity issues.

- Fixing an issue with the Rust Monster attack animations.

- Setting up the ambientmusic.2da for CK and ToH.

- Writing Intro dialog.  (We will need a female narrator with a refined British accent, may have to save up money for a voice actor proper).


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#136
Sabranic

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Development Diary 6/11/16:

- Adjusting the encounters in the fresco area - reducing difficulty slightly.  A few of them were impossible without cheat gear.

- Pit traps in the fresco area now only trap the person who sprung them, not the entire party.

- The poisonous gas coming from floor grates now no longer shows up as a trap.

- The poisonous gas coming from floor grates can no longer be disarmed.

- Making the mummy fresco encounter more difficult.

- Reducing Bloodbones HP.

- Reducing AC and HP on Iron Shadows.

- Reducing Hellspawn Firenewt Rogues, Warriors, Druids and Archers hit points by 250 each.

- Refocusing many of the monster encounters to "properly reward" player greed rather than simply spawning on area entrance.

- Fixing Tomb entrance Journal entry.



#137
Sabranic

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Development Diary 6/12/16:

- Updating the Landing Page Downloads so they... you know... work.

- Play-testing - which is so much less fun that it sounds like.

- Adding the Flail of Ages +7 to the legendary weapons list.

- Adding The Sleeper, Boneblade, Crossbow of Searing and Eagle Bow to the Dragon loot.

- Adjusting the Hatchling's loot.

- Adding a teaser for our 3D Modeler's work in progress:

 

jugg_golem.jpg

They are doing an astounding job so far.  


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#138
Sabranic

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Development Diary 6/13/16:

- Tidying up the dialog, adding some new ending conversations.

- Getting the 7 pit traps in the fresco area behaving with the new rope system.

- Removing an infinite loop from the pit code.

 

New Weapons in the Dragon's Lair:

- Great axe: Solamnic Great Axe +4
- Battle axe: Death Cleaver +4
- Dwarven waraxe: Axe of the Glacier Jarl +4
- Hand axe : Loki's Dull Left Axe +4
- Bastard sword: Foebane +4
- Great sword: Joril's Toothpick +4
- Dagger: Dagger of Evocation +4
- Kama; Tsunami +4
- Kukri: Boneblade +4
- Sickle: Spectral Brand +4
- Longsword: The Equalizer +4
- Falchon: Psion's Blade +4
- Rapier: The Nightshade's Stunning Stab +4
- Scimitar: Kachniko's Scimitar +4
- Katana: Full Moon +4
- Short Sword: Athasian Short Sword of Quickness +4
- Flail: The Sleeper +4
- Light Hammer : Dragonsworn Hammer +4
- Warhammer: Hammer of Thunderbolts +4
- Mace: the Balance of Kelemvor +4
- Warmace: Storm Star +4
- Club: Gnasher +4
- Morning Star: Acolyte's Mithral Morning Star +4
- Druid Quarterstaff: Nature's Sharp Fang +4

- Mage Quarterstaff: Drow Staff of Lloth's Hate +4

- Cleric's Quarterstaff: Staff of Purity +4
- Spear: The Spear of Kuldahar +4
- Halberd: The Harmonium Halberd +4
- Scythe: The Dark Scythe +4
- Longbow: The Ebonwood Composite Longbow of Larson +4
- Shortbow: Eagle Bow +4
- Light Crossbow: Wendersnaven's Dream Bow +4
- Heavy Crossbow ; Crossbow of Searing +4
- Sling: Zerthimon's Path +4

- Shuriken: Stars of Sohatchi +4
- Throwing Axe: Azuredge +4
- Dart: Asp's Nest +4

 

The intent here is to create some reasonably powerful. quickly accessible weapons for players who start the ToH standalone module without importing from other games.  We did our best to make one weapon for any possible specialization or player weapon choice.  The Throwing Weapons stack in 200 so it's possible to actually make use of them for specialists of that type.  Savvy players will recognize many of these objects from AD&D lore, which should be a nice bonus for those who keep up on that sort of thing.

 

 

 

Sample Dialog:

(The party returns from the ToH, and is ready to set sail home)

 

- Captain Lastri: You made it! We were beginin' t'think y'all perished in there!

_______________________________________________

 

- Good: The dungeon was filled with terrors beyond imagination.  Our faith and perseverance - with a good helping of luck - allowed us to escape with our lives.  But a great justice has been done this day, and many spirits put to long overdue rest.  Our work here is done - Captain, how soon till we can set sail?

 

- Neutral: Of course we made it!  Pffft!  Like there was any chance we'd fail!  Why... that dump was practically a cakewalk!  We've had bigger challenges chasing Kobolds out of the sewers in Baldur's Gate - am I right guys?  (You notice your companions shooting angry glares in your direction, which threaten to - possibly literally - set you aflame).  Uhhh-ehehehe... uh y-yeah... so... ahem... mischief managed... uhmmm... let's set sail back home... preferably as soon as we can!

 

- Neutral Detached:  There were some harrowing moments that's for sure.  Luckily, we all made it through.  Well played folks.  Couldn't have done it without you. 

 

- Neutral: Yeah... we survived.  Somehow.  Ok then - quick group huddle here... the next time we get told to go explore some mysterious tomb that just "popped up" in the center of the Ocean, the correct response is "NO!"  Not just a regular "NO!" but "ABSOLUTELY, POSITIVELY, MOST, EMPHATICALLY NO!"  We all clear on that?  Great!  So then, Lastri... how quickly can you get us off this dirt-pit?  I have some serious post-traumatic stress to work through... and the healing won't start till there's few good leagues 'tween us and this filthy rock.

 

- Evil: I should kill you where you stand for doubting my power - runt-ling!  True, Acererack was mighty, but in the final reckoning, I was greater still!  I have plundered his secrets and power... and I once again stand unchallenged! The greatest part of life is lording over the broken and defeated remains of your enemies!  Captain!  Order your maggot-ridden crew to make preparations to leave - there are no more conquests for me here!


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#139
PJ156

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I'm liking and looking forward to all this detail .... did I miss a bit at the beginning? If so I'm sorry. Do we get to play the ToH as a stand alone with a saved/rolled up OC character? Or does this mesh with the OC and we have to play the whole campaign to see all the new content? Either way is cool and I'm looking forward to some high level game play :)

 

Reference the lines; in my humble opinion, in all the text the PC comes across as a bit of a tosser. Could they be less .... well less, if you get my meaning. For me, very strongly personalized text decreases immersion. Softer text can be diverse and alignment focused but allows more scope for the player to own the response in the context of his/her vision of the PC.

 

Does that make sense? I've been to the fridge once or twice this evening.

 

PJ

 

[Edit] I wanted to use Tw*t but the forum won't let me  :ph34r:


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#140
Sabranic

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I'm liking and looking forward to all this detail .... did I miss a bit at the beginning? If so I'm sorry. Do we get to play the ToH as a stand alone with a saved/rolled up OC character? Or does this mesh with the OC and we have to play the whole campaign to see all the new content? Either way is cool and I'm looking forward to some high level game play :)

 

Both!  :)

 

The ToH is going to be released first as an entirely stand-alone module that can be played as-is.  While the main campaign/sequel to MotB/MoW development is still going on in tandem, the Tomb is serving as a test-bed for the new systems we're adding, i.e. thirst, food, and possibly spell components.  It's also a bit of a teaser for the full campaign, and it's release ahead of the larger project will allow us to make tweaks based on player feedback to some of the core game mechanics.  There are even some "Easter-egg" items a player will be able to ONLY find in the Stand-alone ToH release which they'll be able to use in the full campaign, Golden Pantaloons style.  :D

 

ToH will be a major plot-point - an entire chapter - of the new campaign, which the antagonist uses to try and kill the Knight Captain off.

 

Reference the lines; in my humble opinion, in all the text the PC comes across as a bit of a tosser. Could they be less .... well less, if you get my meaning. For me, very strongly personalized text decreases immersion. Softer text can be diverse and alignment focused but allows more scope for the player to own the response in the context of his/her vision of the PC.

 

Does that make sense? I've been to the fridge once or twice this evening.

 

PJ

 

[Edit] I wanted to use Tw*t but the forum won't let me  :ph34r:

 

A bit of "fridge horror" setting in?  Mwhahaha!  Puns aside, I will give some serious consideration to adding some more "detached" dialog options - for players looking to speak more with their own voice. 

 

We're a long way from finalized on the dialog, much of what you see is first or second draft, so there will certainly be changes. We do have someone who's volunteered to do some editing, but we're holding off until the chapter by chapter locations and plot points are more settled, lest we end up doing work for areas and conversations that end up cut due to time and budget.

 

I am feeling like a break tonight, so let's take a moment to examine the Knight Captain's life in brief:

_________________________________

 

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

 

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

 

And that's just Book 1.

 

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

 

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

 

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

 

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

 

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

 

____________________________________________

 

I had a good time writing that.  :D It helps me clarify the mindset of our hero after dealing with so much in a short life - they're still a young adult at this point in the story. 


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#141
PJ156

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"Fridge Horror"

 

No not that; beer comes from fridges.

 

And so, it appears, do headaches  :wacko:

 

PJ


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#142
Sabranic

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Development Diary 6/17/16:

- Cosmatic touches to the throne level.

- Implementing kevL's script which conjures demons to attack anyone who goes ethereal.

- Addin several hidden walls, levers to open them and a very good reason to get squished by the juggernaut. 

- Adding part 1 of an easter-egg that will only become useful in the full campaign.

- Trying to fix the forsaken pit and one other which is giving me fits when it comes to NPC's helping you escape.



#143
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I am back from a positively delightful vacation.  It was badly needed.  Time to hit the grindstone again!



#144
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Development Diary 7/1/16:

- Compiling the campaign story/area into a single word document.  You can download it HERE.

- Beginning to write first round of actual character dialog.  Opinions like PJ156's and other welcome & encouraged.

- More testing of KevL's "demon-spawn-on-etheralness" addition to the tomb.

- Fixing the forsaken pit I broke.

 

___________________________________________________

 

Sample - Introductory Cut-Scene:

(NOTE: Creative framing of the shots will be necessary here, to make it LOOK like they are carrying an unconscious Mantides, while still coping with the limitations of the game engine).

 

Rinara: Move faster, they’re closing.  Less than a mile now, if they catch us in the open again, we’re done.  Will you two HURRY IT UP!!

Charissa: Maybe toss us a hand here throat-slitter?  (HUFF)… Easy to bark orders when you’re not lugging 240 pounds of (GASP)… comatose Lathanderite.  

Rinara: Don’t blame me - I told you to leave Mantides behind as a distraction.  Orbakh’s little pets would’ve stopped to feed - bought us five or ten minutes.

Charissa: Why you… despicable… little… blood-sucking (PUFF)… stirge!   Or do I need to REMIND YOU that (GRUNT)… he stepped in front of that dart SHIELDING you.  True to form, you’d dump him on the ground as a (HUFF)… snack for your old Nightmask buddies.

Rinara: Give the preechin’ a rest, I’m just being practical.  You’ve got ol’Tyr’s ear - we could just cut off some of his fingers… or a few toes… and use’em to “magic” him back to life later…

Charissa: (GRUNT)… R-reprehensible…

Player Dialog Options:
- 1: We abandon nobody on the field of battle....  that’s a horrible idea (HUFF)… Rinara.  Even for you.  We’re lucky that was paralyzing toxin, and not something… (GASP)… worse.


Charissa: Well… that settles that… you selfish little back-stabber.

Rinara: Sleep with one eye open you stodgy prude.
________________________________


- 2: Calm down Charissa, she’s speaking in jest.  Your (PUFF)… comedic timing Rinara, as always (GRUNT)… stinks.  Uh…you ARE only joking… right?

Rinara:  Uh… yes?  I mean… yeah… sure it was… just a joke.  I guess.  Heh.

Charissa: Oh for the love of…
________________________________


- 3: If (HUFF)… we’re leaving anybody behind, it’s BOTH of you!  I’ll carry Mantides by myself.  Can we stuff the bickering long enough to flee for our blasted lives?  

Rinara: Pfffwa!  Good one, you’d prance right into a Nightmask pit-trap without me in the lead...  

Charissa:  …and I don’t know how you (GRUNT)… expect to continue fighting without me to tend-your boo-boos!  “Ohhh Charissa… I’ve taken an arrow to my knee…. Oh it hurts… please cast your sparkly magic and make my owies better!”
________________________________


- 4: It’s a good thing (UUUGGGH)… I’m too exhausted, beat up and (GASP)… hungry to have a headache.  Oh… wait.  That’s not true at all.  I now have a headache on TOP of those things.  Thanks ladies.  

Rinara: That silence ya hear is the sound of me not caring.

Charissa: Oh, now the great leader’s back at the whining.  (HUFF) Whine whine whine… I know a cantrip for dealing with PMS – really takes the edge off.  Want me to cast it on you when we finish fleeing for our lives?

Rinara: (SNICKER) Not bad… I mean… for a snotty stuck-up cleric...
________________________________


- 5: Silence you nattering shrews!  (GRUNT)…While the Lady of Shiv’s plan is sound, we’ll need Mantides’s sword-arm.  I’ll not cast aside a powerful asset needlessly (GROWL)… not unless my hand is forced.  

Charissa: You (PUFF)… realize the only reason I tolerate your company is because there are actually WORSE things out there than you.  For the moment at least.  Barely.

Rinara: Speak for yourself… it’s damn  refreshin’ to have a bit of pragmatism for a change.
________________________________


Charissa: If we can (PUFF)… dodge these creatures till daybreak, they’ll have to break off… (GASP)… just need… somewhere we can hold’em for a couple of hours.  A good strong wall at our backs…

Rinara: Up the road a bit is Dragonspear Castle… or its rubble at any rate.  Better than being surrounded in the open.  What‘ya say boss?

Player Dialog Options:
- 1: I’ll take a ruined keep over open ground any day of the week.
- 2: Perfect, we can maybe hold them off till dawn.
- 3: Sound thinking.  I may just have to keep you around.

 



#145
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Updated 7/13/16 - Development Diary 7/06/16:

Overview: We've been correcting an oversight in Neverwinter Nights 2 - a lack of quality throwing weapons.  Due to developer oversight or time  constraints, the game lacks some projectile weapons in a sufficient quantity, (and quality), to support a character based on their use.  Because of this, shuriken, throwing darts and throwing axes are regulated to backup weapons or vendor trash, and their related feats and classes (stormlords), come are vastly under utilized.

 

To address this issue we have:

1): Added several "epic level" stacks of shuriken, throwing axes and darts.  The stack sizes are 100, and comparable, if not exceeding the power of other legendary weapons, due to their limited nature.

 

2): Added Seven new material components which drop semi-regularly from monsters throughout the campaign and in the infinite dungeon:

- Flame Devil Tooth (Fire)

- Frost Demon Tusk (Cold)

- Thunderbird's Heart (Electricity)

- Venom Drake Hide (Acid)

- Banshee Essence (Sonic)

- Lich Dust (Negative Energy)

- Couatl Scales (Positive Energy)

 

3): Created a series of crafting quests from the Merchant Jacoby to forge powerful throwing weapons of various types: 

 

- Dragon's Breath Throwing Weapon: These weapons glow as though red-hot, and yet, they are cool to the touch... until thrown in anger,at which point the air around them shimmers with heat.

  • Required Item - Dragon Tooth
  • Stack Size: 50
  • Sell Value: 5,000 gp per 50
  • Power 1: +6 Enhancement bonus
  • Power 2: 5d6 Fire Damage
  • Power 3: 25% chance of Fear on hit, DC 24,  2 round duration
  • Power 4: On Hit: Fireball, level 2

- Winter's Heart Throwing Weapon: These throwing weapons glow with a pale radiance, and small ice crystals drift lazily from their blades.  When thrown, they explode into a cloud of absolute cold.

  • Required Item - Frost Demon Tusk
  • Stack Size: 50
  • Sell Value: 5,000 gp per 50
  • Power 1: +6 Enhancement bonus
  • Power 2: 5d6 Cold Damage
  • Power 3: 25% chance of Ability Drain - DEX on hit, DC 24.
  • Power 4: On Hit: Ice Storm, level 2.

- Raging Thunder Throwing Weapon: Tendrils of electricity coarse over the surface of these weapons.  Harmless until thrown, they strike with the fury of a thunderbolt upon striking a foe.

  • Required Item - Thunderbird's Heart
  • Stack Size: 50
  • Sell Value: 5,000 gp per 50
  • Power 1: +6 Enhancement bonus
  • Power 2: 5d6 Electrical Damage
  • Power 3: 25% chance of Daze on hit, DC 20,  4 round duration
  • Power 4: On Hit: Chain Lightning, level 2.

- World Serpent's Throwing Weapon: Highly corrosive acid drips from these throwing weapons.  The fluid is harmless until hurled, at which point the weapon is capable of dissolving the strongest steel in seconds.

  • Required Item - Venom Drake Hide
  • Stack Size: 50
  • Sell Value: 5,000 gp per 50
  • Power 1: +6 Enhancement bonus
  • Power 2: 3d6 Acid Damage
  • Power 3: Poison on hit, DC 28, 1d2 Constitution Damage
  • Power 4: On Hit: Bane, level 2

- Harmonic Dissonance Throwing Weapon: These throwing weapons seem to throb and vibrate in your hands.  When hurled, they explode into a cacophony of destructive sound, shattering teeth, bones and eardrums alike.

  • Required Item - Banshee Essence
  • Stack Size: 50
  • Sell Value: 5,000 gp per 50
  • Power 1: +6 Enhancement bonus
  • Power 2: 3d6 Sonic Damage
  • Power 3: 25% chance of Confusion on hit, DC 26,  3 round duration
  • Power 4: 25% chance of Stun on hit, DC 26, 3 round duration

- Tomb Reaver Throwing Weapon: These weapons crawl with a black radiance, and seem to consume the very light around their wielder.  When thrown, they explode with crackling necromantic energy which attacks the very life-force of their target.

  • Required Item - Lich Dust
  • Stack Size: 50
  • Sell Value: 5,000 gp per 50
  • Power 1: +6 Enhancement bonus
  • Power 2: 3d6 Negative Energy Damage
  • Power 3: Level Drain on hit, DC 20, Negative Energy type
  • Power 4: Vampiric Regeneration +5

- Radiant Heart Throwing Weapon: These weapons radiate benevolent - and potent - energy.  Evil creatures in particular are quickly smitten by the weapon's holy power.

  • Required Item - Couatl Scales
  • Stack Size: 50
  • Sell Value: 5,000 gp per 50
  • Power 1: +6 Enhancement bonus
  • Power 2: 3d6 Positive Energy Damage
  • Power 3: 25% chance of Blindness, DC 24, 4 round duration.
  • Power 4: On Hit: Hammer of the Gods. Level 2

When the party has any of the components on hand, this will trigger a dialog option when interacting with Jacoby to create a stack of the throwing weapons, the type will be chosen by the player.  The objects mention in their descriptions that a master weaponsmith will be able to use them to forge powerful throwing weapons.

 

4): We have added the following throwing weapon types to all fletching vendors, which mirroring arrows, bolts and bullets of the same variety:

- +6 Enhancement bonus

- Acid

- Anti-Summoning

- Darkness

- Detonation

- Divine

- Fire

- Ice

- Lightning

- Grease

- Perification

- Piercing

- Poison

- Mild Poison

- Silence

- Vampiric

- Were-bane

 

 

These additions should go a long ways to making characters created around the use of throwing projectiles much more fun, interesting and viable to play.



#146
Sabranic

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Development Diary 7/13/16:

- Finished the new icon set for the additional throwing weapons.

- Created several Easter-egg items.

- Updated the Throwing Weapons entry.

- Updated the icons 2DA files.

- Working on some less "lawful-jerk-ass" dialog options.

- Updating the Icon Pack HERE.

- Creating 3 Legendary throwing weapons:

 

Vasavi Shakti

This potent dart was the magical weapon of a foreign deity named Indra. It was given to the great hero Karna and used against Ghatotkacha in the Mahabharata war.  One each day, the weapon can generate 20 copies of itself, which may be hurled at one's foes.

 

Pangu's Throwing Axe

In a distant land it is believed the god Pangu forged the world.  To create order from the primordial chaos, he separated the light and darkness with a swing of his giant axe.  One each day, the axe can generate 20 copies of itself, which may be hurled at  enemies.

 

Munetoshi's Star

This mysterious shuriken was said to have belonged to a powerful and mysterious ninja clan far beyond the Unapproachable East.  Once per day, the weapon can create 20 copies of itself, which can be hurled at opponents in battle. 

 

______________________________________________

 

Note: I removed the .2da file from the zip file until I have time to sync it with the reserved 2DA list provided by rjshae.

 

full_icons_set.jpg



#147
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Development Diary 7/15/16:

- Spent 6 hours working on the campaign overview/story/area description document.

- Creating the legendary throwing weapons /use functionality.

- Training a fellow graphic designer to use the toolset this weekend so I can get some more help in area creation.



#148
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Development Diary 7/17/16:

- Tomorrow will be spent training Swaygr, a fellow Designer, to use the toolset.  He's going to help us create new areas.  Once he does a few test maps, the plan is to turn him loose on the infinite dungeon, which will free some time up for me to focus on story and plotting.

- Our 3D modeler/programmer is currently tidying up the ToH, getting some nasty surprises ready and making their glorious Juggernaut Golem squish people.  Once they finish, ToH is ready for open Beta Test. 

- The epic throwing weapon's /use inventory items will now properly generate 20 throwing weapons 1 time per day.  Still need to tidy up their script's due to some... let us say... redundancies that kevL pointed out.  But they work.  Honest.  This time.... for real....


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#149
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Looking forward to that beta, I need something to play.

 

PJ


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#150
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Development Diary 7/20/16:

- Our artist has started on the portraits for Female Charissa and One of Many.

- Our 3D Modeler is continuing with the final polishing of the ToH.

- We're working on the throwing weapon conversations with Jacoby.

- Working on a magically refilling Bag of Goodberries, usable only by druids.

- Creating Goodberry food item and Icon.  Goodberries will heal a very small amount of damage or serve as a food item.

- Creating Goodberry bag item and icon.

- Continuing to train Swaygr in the toolset.

- Creating a blank module containing all of our scripts, creatures, icons and other resources for Swaygr to use for the Infinite Abyss zone.

 

______________________________________________________

 

Bountiful Bag of Goodberries

This supple buckskin pouch will, on command, create a small handful of magical berries each day.  The user may elect to eat the "Goodberries," which provide an entire day's nourishment, or use them to heal 4 points of damage.  Only Druids can command the magic of this pouch.

 

Powers:

- Power 1: Create Item: Goodberry, Useable 1 time per day.

- Power 2: +2 Skill Bonus Survival.

- Power 3:+1 Wisdom (Ioun Stone Bonus, stacks with wisdom enhancing equipment).

- Power 4: Usable only by Druid and Neutral

 

Goodberries

This is a small fistful of plump, juicy berries that radiate a faint aura of magic.  When eaten, they can, (at the user's option), feed a full grown adult for an entire day or heal 4 hit points of damage.

 

Powers:
- Power 1: Flagged as a food item, consumed on rest in place of rations.

- Power 1: Use to heal 4 hit points of damage. 


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