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NWN 2 Conclusion Campaign + Tomb of Horrors Revamp

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Sabranic
NWN 2 Conclusion Campaign + Tomb of Horrors Revamp

Updated: 11/03/16

 

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

 

Narrative Summary:

The plot is driven by the Arc-Demon Graz'zt's attempt to usurp Shar's divinity using an unsealed tear in the Shadow Weave.  (A hole created in Black Garius's attempt to usurp the King of Shadows... and located in Crossroad Keep's basement).  To this end, the demon sent a powerful band of villains to seize control of Neverwinter and sow chaos along the Sword Coast.   The Knight Captain, freshly returned from his trials in Westgate and the Unapproachable East is all that stands between the fiend and ultimate power.


Potential Titles:

Nightsinger's Bane
- A reference to The Kaiser and Graz'zt effectively killing Shar if their coup succeeds.
 
Thief of Shadows- The adventure deals heavily with the struggle between the Shadow Thieves of Amn and the Nightmasks, and the titles widens into a double reference when you consider Graz'zt and The Kaiser intend to steal Shar's divinity.

Voidreaver
- A Straight up Reference to Graz'zt's plan to absorb Shar's power through the rift in the Shadow Weave left by Black Garius.
 
The Dark's Corsairs
cleardot.gif
- The Demon Prince Graz'zt intends to sieze Shar's portfolio, and the title also serves as a triple reference to The Kaiser's Band usurping the throne in Neverwinter and the Black Dog's Piracy.  The antagonists are a triumvirate quite literally "stealing the darkness."

The Void's Advocate
- Although he/she is ignorant of the fact, the Knight Captain is actually Shar's unwitting champion in this entire adventure.  Only at the story's close, when the narrator is revealed to be the Nightsinger herself, will the players realize they have been her strongest champion - and the title will suddenly make sense.

 

Planned features thus far:

 

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

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

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

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

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

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

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

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

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

 

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

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

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

full_icons_set.jpg

 

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

 

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

 

thirst_main.jpg

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

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

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

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

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

character_icons.jpg

 

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

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

- Five NEW Companions: (95% Complete)

- Four NEW Familiar Types: (100% Complete)

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

pets.jpg

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

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

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

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

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

 

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

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

world_map_full.jpg

 

- Featured Areas: (75% Complete)

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

loading_screens_demo_small.jpg

 

Files:

 

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

https://www.dropbox.com/s/lp4m4mq37h4lwyd/Tomb.zip?dl=0

 

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

 

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

 

- Crossroad Keep - Conclusion (Working Title, 23% Complete)
- https://www.dropbox.com/s/fwe4wwih7hdmtyo/Crossroad%20Keep.zip?dl=0

 

Override Folder: (Contains all campaign item assets)

- https://www.dropbox.com/s/k7x1lgeu7y9l7xe/override.zip?dl=0

 

Optional Files:
- https://www.dropbox.com/s/18ptehek6t6vw0e/portraits.zip?dl=0
- https://www.dropbox.com/s/hjgaz5zzb5328ac/localvault.zip?dl=0

 

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

- http://www.dropbox.com/s/z8nfwvim0ttes32/CK_Story.doc?=0

 

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

 

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

 

 

updated_CK.jpg

 

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

- Guest Book - ORANGE: 250, 133, 0

- Merchant - BLUE: 0, 174, 239

- Player House - GREEN: 6, 161, 55

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

- Area Exit - RED: 121, 0, 0

- Quest Giver - PURPLE: 68, 14, 98

 

OC Assumptions:

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

-  Amie Fern is dead, killed by the Githyanki.

- Shandra Jerro died in Ammon's Haven.

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

- The KC was given command of Crossroad Keep.

- If the KC sided with the Shadow Thieves, Axle survived.

- Neeshka resisted her geas.

- Qara allied with the KoS and was killed.

- The Construct chose Grobnar over Bishop.

- The KC destroyed the KoS.

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

- Sand Transformed into an Iron Golem and survived.

- Neeshka dodged her way clear of the collapse.

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

- The KC was taken by Gargoyles.

- Ammon Jerro pursued the Kidnappers and was captured.

- Zhjaeve plane-shifted to safety.

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

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

 

(Optional) MotB Assumptions:

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

- Bishop was consumed by the wall of the faithless.

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

- The Coven was destroyed.

- Ammon Jerro was rescued from the Academy.

- The Founder survived.

- Myrkul was not consumed or he was released.

- The PC still has the Sword of Gith.

 

(Optional) MoWG Assumptions:

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

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

- Rinara returned to help the KC in the end.

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

- Orbakh's offer of vampirism was refused.

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

- The Domino Mask Curse was lifted.

- The Ebon-Claw guild was destroyed.

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

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

 

(Optional) SoZ Assumptions:

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

- Khelgar was appointed to the Neverwinter Nine.

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

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

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

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

- Chir was rescued from the Mind Flayers.

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

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

 

The Protagonist - Knight In Sour Armor?

 

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

 

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

 

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

 

And that's just Book 1.

 

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

 

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

 

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

 

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

 

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

 

The Team:

 

Writing: Sabranic

Art: Chad Springer

Editing: The NWN 2 Community

Play Testing: Xaylla, Injate, Littlepirate, Aramina, Arenaceusmaga, Swaygr, Injate, Akamas

Level Design: Sabranic, Swaygr, SGK73, Super Midget, Ugly_Duck, Alaster Wolf, seraphimsage, Morbane, Chaos_Theocrat, botumys, Gremlin, Issacjr, Glimmlampe, Ladyelvenstar, SDJ, Ho5a, and Ithalyan.

3D Modeling: Schazzwozzer, MisterBritish, FokSiGen, Xaltar, rjshae, ArtEChoke, Arpharazon, and  Anon-Team-Member. (He or She has requested to remain anon.  But they are good - VERY GOOD).

Programming: Injate, the above Anon-Team-Member and a very honorable Mention to kevL, who has made it very clear that he is not a part of the team per say - he's a knowledgeable helper who has gone above and beyond what you could call help, creating the thirst system and some extra-nasty goodies in the ToH.  He also did a great deal of work in the Morbane Branch of the ToH - so he has no small ammount of interest in our adaptation of it.

Item design: Sabranic, Kaldor Silverwand, Clangeddin86

Game System Design: kevL, Kaldor Silverwand, brockfanning, ChimneyFish, WarmachineX

Installer Set-up/Programming: Injate

Music: Manabu Namiki, Azusa Chiba, Norihiko Hibino, Kimihiro Abe, Yoshitaka Suzuki, ukihiro Jindo, Thomas J. Bergersen, Nick Phoenix, Matt Uelmen, Jeremy Soule, Russell Cox, Rebecca Evans.

Technical Support: Clangeddin86, Tchos, Kaldor Silverwand, ColorsFade, _Knightmare_, kevL, PJ156, kamal_, Lance Botelle

 

Special Thanks:

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

Injate

Clangeddin86

Tchos

Kaldor Silverwand

ColorsFade

_Knightmare_

kevL

PJ156

kamal_

Lance Botelle

 

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

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Sabranic

Development Diary 8/16/16:

- We're back in business!
- The first Treatment of "The Vigilant II" is completed, will share more information as we have it.
- Kaldor Silverwand has built an AMAZING Hammer of Thunderbolt's for the Campaign: 
http://plays.tv/video/57a776890fc6a26e91/demonstration-neverwinternights2-hammer-thunderbolts-created-kaldor-silverwand-more-crafted-items-for

The Hammer of Thunderbolts Components:

True-Name Scroll:

This scroll carries the name of the Hammer of Thunderbolts.  Until this item is found and then used on the hammer, the bludgeon will not gain extra powers when worn with the belt + gloves.

The Hammer of Thunderbolts +3:

- Unique Ability: Throw-able - like a throwing axe.
- Returns to user's hand after throwing.
- +3 Enhancement
- + 4d6 Bludgeoning Damage
- Adamantine

The Gauntlet's of Ogre Power:

- +6 to Strength when worn
- +6 Regeneration
- Immunity to Poison
- Immunity to Disease

The Belt of Giant Strength:

- +7 to Strength when worn
- 10 Slashing Damage Reduction
- 10 Bludgeoning Damage Reduction
- 10 Piercing Damage Reduction

The items interact with each other when worn together:

The Hammer of Thunderbolts + Gloves + Belt:

- Enhancement bonus becomes +5.
- Kills any giant it hits DC 30.
- Throw attack now gives off a thunderclap, stunning everything in it's area of effect, DC 20.

The Gauntlet's of Ogre Power + Hammer + Belt:

- Wielder becomes immune to level and ability drain.
- Wielders gains the ability to cast "Call Lightning Storm," "Chain Lightning" and "Lightning Bolt" once per day each.

The Belt of Giant Strength + Hammer + Gloves:

- Strength bonus rises to +12
- +5 to all fortitude saves.

Additionally, while there are a specific pair of gloves and belt attuned to the hammer, Kaldor has ensured that the standard Gauntlets of Ogre Power and Belts of Giant Strength work properly with hammer and scroll!

Check out the video for his creation in action - what a great addition to the campaign!!!
 

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ormans
ormans's picture

It looks very interesting,let's see how you guys will handle this big project.

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Sabranic

It's daunting I won't lie!

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Sabranic

Development Diary 7/18/16:

- Our programmer/3D Modeler is hard at work refining the ToH traps and log-book.
- I have started writing the dialog for the Black Dog Pirate encounters in Highcliff and The Whalebones.
- I'll show off the new Fresco Hall walls as soon as we get a breather to grab some screenshots.

 

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Sabranic

Development Diary 7/22/16:
- Another 4 pages added to the Campaign Bible.
- Spent the day collaborating with Injate and kevL "setting the table" for the campaign's variable data.  We managed to create a functional "map" that will allow the player to customize the campaign based on many of the more "critical" decisions made in the IC, MotB, SoZ and MoWG.

Example:

- Area Title: Lobby
- Required Characters: None
- Points of interest: Dungeon Master, Basic supply merchant

When the player joins the module, they are required 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.  (How do we resolve this for multiplayer?):

1: Did the Knight Captain Steal “Arvoreen's Amulet of Aid” from Daeghun?
(If no, places the Avoreen’s Amulet of Virtue in the chest in Daeghun’s Home).

2: Did Khelgar Ironfist become a monk?
(Swaps Fighter Khelgar for Monk Khelgar if yes).

3: Did the KC befriend Kistrel?
(Spider Kistrel removed beneath Crossroad Keep in the Escape Tunnels if no).
(Kistrel NPC and all associated quests disabled if no).
(Disables teleport to Silverymoon option in act 4 if no).

4a: Did the KC romance Casavir? - Only Appears if KC is Female
(Adds a sad moment when they player interacts with Casavir’s grave).

(Adds a wistful dialog scene if the KC rescues Casavir from Luskan if yes).

4b: Did the KC romance Elanee? - Only Appears if KC is Male
(Adds a sad moment when they player interacts with Elanee’s grave).

5: Did Neeshka resist Black Garius?
(Removes Neeshka from the roster if yes).
(Removes Neeshka from the Pheonix Tail Inn in the CK if yes).
(Removes Neeshka from the bar in Daggerford).
(Removes Khelgar-Neeshka enchange after resquing Kistrel).
(Removes Neeshka as a mandatory party-member in the Granit Hold quests).

(Adds Neeshka's Grave to the Crossroad Keep Cemetery if yes).
(Disables teleport to Athkalta option in act 4 if no).
(Removes Neeshka’s dialog in the optional cut-scene if the KC  resurrects the dead OC companions as thralls).

 6: 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 accompanies the Bevil and Daeghun in the opening battle if yes).
(Removes Kaelyn from the bar in Daggerford).
(Adds One of Many to the Bar in Daggerford).
(Kaelyn does not join the party during Ivarr the Blessed’s Quest).
(Removes Kaelyn from the Temple of Illmater in the CK if yes).
(Adds One of Many to the graveyard outside the CK if yes).
(Disables teleport to Myrkul’s Soul Furnace in act 4 if no).
(Disables teleport to the Fugue Plane in act 4 if yes).
(Dialog bark from Gann in the final battle about Okku just being a dream if yes).

 7: Did the KC and Grobnar steal the Glowstone from the Goblin Mines?
(Disables teleport to the Caves below ember  in act 4 if yes).

 8: Did the KC destroy Slaan and the Lizardfolk near Highcliff?
(Disables teleport to the Lizard Folk Caves in act 4 if yes).

9: Did the KC ally with the Orc Tribe against the bugbears and Ogre Magi in the Illefarn ruins?
(Enables the teleport option to ally with the Orc Tribe if yes).
(Enables the teleport option to ally with the Ogre Magi and Bugbear minions if no).

 10: Did the KC destroy the Fire Giant Village?
(Disables teleport to the Fire Giant Encampment  in act 4 if yes).

 11: 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).
(Removes the Shadow Thieves Banners from the front of the Thieves Guild if no).
(Locks the door to the Shadow Thieves Guild if no).

 12: Did the KC save Cormick's life?
(Removes Cormick Great Hall from the Keep if yes).
(Removes Cormick from the final battle if yes).

 13: Did the KC have Torio Clavin Executed?
(Removes Torio from the Keep if yes).
(Removes Torio from the final battle if yes).
(Adds the quest to save Casavir from Luskan – Part 1 requirement).

14: Did the Heroes in SoZ resurrect Kravler?
(Removes Kravler from the Keep if yes).
(Removes Kravler from the final battle if yes).
(Adds the quest to save Casavir from Luskan – Part 2 Requirement).

15: 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).

 16: 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 Safiya or Gann’s accompaniment in the final battle/stage)

(Enables optional Safiya or Gan marriage finale).

 17: 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).

18: Game checks for "Guilty of Ember Massacre Feat."
(Nevalle and Nasher will treat the player far worse in dialog options).
(Nasher will bring up the slaughter when the KC is initially exposed in Chapter 2).

Upon completion of the survey to set plot elements, the players will be able to enter the portal into the game world.

Coders Note: All quests which force members into the group will need to set a flag preventing the party from accepting new quests until the current quest-line is completed, to prevent possible game breaking bugs if party members are force-rearranged for a new quest while In the middle of an old one.  Perhaps a general “on quest” flag that is checked during all quest conversations?

 


 

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GoodLuc

Hello, how does your work progress?

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rjshae

Maybe he got discouraged from posting following the transition from the Biowere forums? It seems like he just stopped.

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kamal
I think there have been some updates on the Nexus.
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Sabranic

Development Diary 10/32/16:

- The Campaign Bible. has swelled to almost 140 pages.  Its doubled in size since we last posted, and we are closing on the final chapters of the narrative.  It has been a long process fleshing out the story, and we appreciate the patience while we work on polishing everything.  While there is still a long way to go in the writing department, we are far enough along now that we can once again focus more on game rather than story development.

- We have designed the Night Masks's mooks - Vampiric Death Bringers, Heart Piercers, Clerics of Mask, and Shadow Master Tam - Orbakh's direct underling, and member of The Kaiser's perverted Neverwinter Nine.

nightmask1.jpg

 

nightmask2.jpg

Shadow Master Tam Bakk - Vampire/Assassin/Rogue,
The Faceless's Death Sereph

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Sabranic

On a related note, we're back in business after a bit of a hiatus, brought on by some unavoidable family matters, coupled with a need formalize the story.  It existed more as a series of interesting and fun features shoe-stringed together by a rough outline, which was enough to start the ball rolling, but once you start asking the code team to begin creating variables and dialog filled cut-scenes, they need  more than a 700 word timeline and some ad-hoc dialog to go by.  

wink.gif

So the technical side of things was put on hold while dialog and narrative caught up with the game design.  In the process we've came up with a few other interesting and entertaining ideas, and we're sitting in a far better place than we were 3 months ago.  I've reached out to our 3D-Modler and we will do our best to get the ToH beta out, as several people were quite excited about it, and we'd like to give them something to play over Christmas.

Thanks for the patience, we apologize for the delay - and on with the show...

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Sabranic

Quote: "Hello, how does your work progress?"

We've been plugging away at it, although not in ways that are overly flash and interesting. 

______________________________________

Quote: "Maybe he got discouraged from posting following the transition from the Biowere forums? It seems like he just stopped."

While it was discouraging to have the NWN2 modding community essentually cut in half, split between here and Nexus, we'd be lying if we said that was the reason for our absense.  There was some unfortunate family issues that I personally had to deal with, coupled with a need for a more concrete campaign bible so the technical folks could proceed without worrying about re-doing work to fit narrative elements that evolved over time.  Which is a completely reasonable position.  So for the project to proceed, I had to get off my duff and start penning story and dialog.  Life was/is tremendously busy, so I was managing about seven pages of story or so a week. 

______________________________________

Quote: "I think there have been some updates on the Nexus."

I suspect Kamal noticed the bible we have linked on the Nexus being updated every few days as dialog and plotting was added to it.  The biggest contributors to the campaign have been getting their inboxed spammed a couple of times per week with story updates.  :)

______________________________________

While I have been keeping our team members up to speed, I didn't do a very good job of speaking with the commuity, and for that, I apologise.  I'll put on my team-lead had, grab a ruler, take it off, then put on my community liason hat, and proceed to wrap myself on the knuckles a few times as punishment. 

 

Too much time, energy, money and effort has been expended in this project to stop now.  We will carry this to its conclusion no matter the cost!  I have made sure the team has access to our dropbox with all of the development resources, so not even my demise, (not that I am expected this mind you!!!!), would stop development of this campaign.

 


 

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Sabranic
Development Diary 11/01/16:
We are working on an official title for our NWN2 campaign, and we'd like your feedback on a few of the options. 

The plot is driven by the Arc-Demon Graz'zt's attempt to usurp Shar's divinity using an unsealed tear in the Shadow Weave.  (A hole created in Black Garius's attempt to usurp the King of Shadows, and located in Crossroad Keep's basement).  To this end, the demon sent a powerful band of villains to seize control of Neverwinter and sow chaos along the Sword Coast.   The Knight Captain, freshly returned from his trials in Westgate and the Unapproachable East is all that stands between the fiend and ultimate power.
 
Presented below are some possible titles please let us know which one sounds best to you:

Nightsinger's Bane
- A reference to The Kaiser and Graz'zt effectively killing Shar if their coup succeeds.
 
Thief of Shadows
- The adventure deals heavily with the struggle between the Shadow Thieves of Amn and the Nightmasks, and the titles widens into a double reference when you consider Graz'zt and The Kaiser intend to steal Shar's divinity.

 
Voidreaver
- A Straight up Reference to Graz'zt's plan to absorb Shar's power through the rift in the Shadow Weave left by Black Garius.
 
The Dark's Corsairs
- The Demon Prince Graz'zt intends to sieze Shar's portfolio, and the title also serves as a triple reference to The Kaiser's Band usurping the throne in Neverwinter and the Black Dog's Piracy.  The antagonists are a triumvirate quite literally "stealing the darkness."

The Void's Advocate
- Although he/she is ignorant of the fact, the Knight Captain is actually Shar's unwitting champion in this entire adventure.  Only at the story's close, when the narrator is revealed to be the Nightsinger herself, will the players realize they have been her strongest champion - and the title will suddenly make sense.
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kamal
The Dark Corsairs and The Void Advocate sound better to me than their 's versions. As long as it doesnt have six or seven subtitles like Neverwinter: Mysteries of Westgate: with Wookies: and orcs: on Endor: Remastered
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Sabranic

Neverwinter Nights 2: River Dance - Special 2016 Fall Edition: Electric Boogaloo - The Quickening: Gold Anniversary Edition

 

 

devil

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Sabranic

Development Diary 11/02/16:

- Updated the landing page, removed Bioware links.
- We have designed the Shadow Thieves for the campaign, who will, if the player chooses to ally with, help the party battle the Night Masks for control of Neverwinter's underworld. 

 

Shadowthieves1.jpg

 

From Left to Right: Shadow Thief Clerics of Shar, Shadow Thief Hawkeyes, Shadow Thief Nimbleblades

 

Shadowthieves2.jpg

From Left to Right: Shadow Thief Silhouette, Belueth the Calm, Grandmaster of Shadows Aran Linvail, Cloakmaster Axle, Shadow Thief Silhouette

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Sabranic

Development Diary 11/06/16:

- Our 3D modeler has some great shots of the ToH's new walls and the floor. 

 

tomb_walls2.JPG

 

tomb_walls1.JPG

The texture on the floor really makes it look like ornate ceramic tiles - VERY well done.

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Sabranic

Development Diary 11/07/16:
- We've completed the Neverwinter City Watch Henchmen if the player sides with them instead of the Shadow Thieves when they infiltrate Neverwinter.

city_watch_1.jpg

From Left to Right:  City Watch Clerics, City Watchman Archers, City Watchman Warriors

city_watch_2.jpg

From Left to Right:  Sergeant Brockenburn, Colonel Brelaina, Marshal Cormick

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Sabranic

Development Diary 11/09/16:
- We've completed Isho Oroshi's Wa Mercenary Company:


From Left to Right: Wa Ninja's, Wa Bushi's, Wa Ronin


From Left to Right: Wa Monks, Isho Oroshi, Wa Wu Jen

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Sabranic

Development Diary 11/12/16:
- We've finished up Edwin Odesseiron's Thayan Force.



From Left to Right: Red Wizard Invoker, Red Wizard Conjurer, Red Wizard Enchanter, Red Wizard Transmuter, Red Wizard Abjurer, Red Wizard Necromancer


From Left to Right: Thayan Terracotta Archer, Edwin Odesseiron, Thayan Terracotta Warrior.

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Sabranic

Development Diary 11/13/16:
- We've finished with Sendai's Drow Army:


From Left to Right: Drow Cleric of Lloth, Drow Ranger, Drow Rogue, Drow Sorcerer, Drow Warlock, Drow Warrior



From Left to Right: Demonweb-pit Spider, Giant Spider, Phase Spider, Red Widow, Skull Spider, Sword Spider



From Left to Right: Matron Sendai Ri'Fialle

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kamal

Are these factions you can side with?

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Sabranic

Three of them are factions that you can join, depending on actions picked during the OC.  For example, if you sided with the Shadow Thieves, you join with them.  If you picked with the City Watch, you end with with Brelaina and her watchmen.  If you saved Cormick, he becomes a bonus henchman.  Additionally, at crossroad keep, you will have a considerable army of greycloaks, as well as Katriona, Jailbon, Bevil, Daeghun, Light of Heavens, Kana, Sand and even Deekin at certain points.  The Night Masks, Thayans, Drow, Wa Merrcenaries (and more coming soon) are the antagonists forces.  All of the minions use builds from the wiki and are fully equipped with magical gear.  Minumum levels hover around 20.  The campaign is designed to continue on after MoW and MotB, so epic power curve and epic encounters are the order of the day.   The antagonists and their forces are designed with the intention of posing a serious threat to a party that is level 25-30.

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Sabranic

Development Diary 11/15/16:
- We've finished up the Crossroad Keep Greycloak Garrison:



From Left to Right: Corporal Dobbson, Lieutenant Light of Heavens, Colonel Kana, Major Tann, Captain Bevil Starling, Sargent Katriona

From Left to Right: Greycloak Swordsman, Greycloak Archer, Greycloak Lieutenant, Greycloak Sargent, Greycloak Skirmisher, Greycloak Pikeman

From Left to Right: Sargent Jalboun of the Two Blades, Daeghun, Ambassador Casavir, Sand, Deekin

 


 

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Sabranic

Development Diary 11/17/16:
- We've updated the credits on the landing page to reflect new models added to the campaign.
- We're putting some extra effort into the army of Silverymoon.  You can see our progress on the Knights in Silver below.

silver.jpg

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Sabranic

Development Diary 11/20/16:
- We've finished up the forces of Silverymoon:

From Left to Right: Silverymoon Clerics of Mielikki, Knights in Silver, Members of the Spellguard.

From Left to Right: Sir Terrien Doucard, High Mage Jorus Azuremantle, Lady Alustrial Silverhand, Silverymoon Rangers.

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Sabranic

Development Diary 11/22/16:
- We're in the process of taking rjshae's advice and playing around with some of the custom content available on the NW Vault.
- We've added some new types of enemies to every faction and revisited every group with an eye of making them more unique.
- Once we finish up, we will replace each faction's photos and provide links.


Here is a tase of some of the changes and additions, the Drow Blade Dancer of Sendai's faction.

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Sabranic

Development Diary 11/25/16:
- We've spent the last five days creating the various faction armies and NPCs.  Essentially we are building everything that can engage in combat.  We've downloaded a enormous amount of content from the NW Vault, and used it to help customize each faction. 
- We made some design updates to the various Campaign Companions using the new models and weapons we've acquired.  Nothing too drastic, but some worthwhile improvements nonetheless.

Once we finish the faction update, we ill post images and update the older faction photos.

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Sabranic

Development Diary 11/29/16:
- Only the Barbarian Tribes remain.  Every other faction has been finished or greatly expanded using dozens of NW Vault customizations.
- We've updated the landing page credits to reflect the additions. 
- Below is the Black Dog Pirate Faction army and updated Black Dog Pirate leaders.

pirate_army_1.jpg

From Left to Right:  Black Dog Buccaneers, Black Dog Corsairs, Black Dog Duelists.

pirate_army_2.jpg

From Left to Right:  Black Dog Grog-Slingers, Black Dog Ravagers, Black Dog Plunderers.

pirate_army_3.jpg

From Left to Right:  Tokka Bauche, Vespa Razorgrin, Captain B. Blessed, Navareen Nevermourn, Craigmiester.

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Sabranic

Development Diary 11/30/16:
- We've updated the Campaign bible - it's now coming in at 168 pages and 50,000+ words. 
- We've added new City Watch guards and updated their equipment - they now use a consistent weapon style, and are most distinct in their combat roles.



From Left to Right:  City Watch Clerics of Tyr, City Watchmen Archers, City Watchmen Landsknecht

From Left to Right:  City Watchmen Skirmishers, City Watchmen Warriors, Many Starred Coaks

From Left to Right:  Sergeant Brockenburn, Colonel Brelaina, Marshal Cormick

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kamal
Thats a lot of factions!
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Sabranic

Development Diary 12/01/16:
- We've revamped all the Drow Faction, making them more visually distinct and more diverse in combat.



From Left to Right:  Drow Blackguard of Lloth, Drow Blade Dancer, Drow Priestess of Lloth, Drow Ranger, Drow Rogue, Drow Sorceress

From Left to Right:  Drow Warlock, Sendai Ri'Fialle, Drow Warrior

From Left to Right:  Demonweb Pit Spider, Sword Spider, Giant Spider, Red Widow, Bone Spider, Phase Spider

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Sabranic

Development Diary 12/02/16:
- We've Finished the Githyanki Faction, and have them ready for battle!  Surely you didn't think "all was forgiven" did you?  ;)

gith_army_1.jpg

From Left to Right:  Githyanki Launchers, Githyanki Strikers, Githyanki War-Minds.

gith_army_2.jpg

From Left to Right:  Githyanki Warriors, Githyanki Sword-Stalker, Githyanki Knight, Githyanki Illithid-Slayer

gith_army_3.jpg

From Left to Right:  Red Dragon Thrall, Lich Queen Vlaakith CLVII, Red Dragon Thrall

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Sabranic

kamal: Thats a lot of factions!

 

The final battle is going to be... epic :)

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GCoyote

I'm gonna need a bigger computer!

 

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Sabranic

Development Diary 12/03/16:
- We've Finished the Graz'zt's Legion Faction, and improved upon the antagonist's design.

demon_army_1.jpg

From Left to Right:  Infernal Vrock, Infernal Hellhound, Infernal Succubus, Infernal Balor

demon_army_2.jpg

From Left to Right:  infernal Hezrou, Golgamauth Shredder of Souls

demon_army_3.jpg

From Left to Right:  Plague Beak the Defiler, Houndmaster Hak'leth'arn

demon_army_4.jpg

From Left to Right:  Thraxxia, The Kaiser (With Helmet), The Kaiser (Without Helmet).

the_kaiser.jpg

A Close-up of The Kaiser, the primary villain in our story.

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Sabranic

Development Diary 12/04/16:
- A bit of a fun Dialog Sample for this evening:

Since we're working on "The Kaiser" we thought it might be fun to share a dialog sample and spotlight his personality.  The Campaign's primary antagonist is extremely genre savvy and tight lipped throughout the whole adventure - he's clearly read "The Evil Overlord's List."

He's not one to waist resources, kill minions without good cause, or create self-destruct buttons.  He won't twirl his mustache and spill his plans to the heroes, or abandon them to his subordinates to dispatch.  The Kaiser knows full well that the appearance of piety and goodness is a valuable asset, and he is quite generous with his wealth. (Of course, every copper of it was was earned through, theft, murder and conquest).  You could say he rewards his subordinates quite well with OTHER people's wealth.  At his heart, The Kaiser is a genius at social manipulation and planning.  He hatches  plans where most of the possible outcomes advance his goals - this way, even when he's defeated, his overall scheme is  still plodding forward. His ability to network and manipulate people helps him pivot when things don't work as planned, and this flexibility allows The Kaiser to play Xanatos Speed Chess on a level equal to, or surpassing that of The Knight Captain.

In other words, he's a worthy foe.

For example, this exchange as the Knight Captain finds himself cornered attempting to flee Neverwinter:
____________________________________________________________________________________________

- Area Title: Neverwinter Docks District
- Required Characters:
Safiya, Khelgar
- Points of interest: 3 way intersection

The party continues the running battle into the Docks District, having ditched Isho, (for now), and will face a constant onslaught of Wa Mercenaries and Night Masks.  The party will eventually be channeled into a two way street, and find themselves face to face with The Kaiser and Orbakh, spearheading a force of Night Masks.  Isho and his forces then spawn behind the party, leaving them trapped.

The Kaiser:  "I must admit… I’m a bit disappointed in you Knight Captain… walking into such an obvious snare?  I've mistaken competence for dumb luck perhaps.  A pity."

Lord Nasher: "Wretch!  I should have seen through your smarmy facade from the outset – Nevalle certainly did.  Save me the trouble of cutting down your underlings and toss yourself upon my blade!"

The Kaiser: "…and look at this… you’ve kidnapped my “guest.”  How inconsiderate."

________________________________

Player Dialog Options:

1:  Did you expect to usurp the throne unopposed?  We are but the first… should we fall, others shall rise up and defeat your plans.  You’ll not long fool the Lords of Waterdeep with this farce!

2:  Well isn’t this just convenient.  Lure us all in, flush out the spies and then kill off the resistance before it even gets started.  You’re too clever by half if you think Baldur’s Gate will tolerate your rule.  You’ll have ten thousand Flaming Fist beating on the wall by this time next month.

3:  What a banal plot!  What limited vision!  You’ll not long hold this city Kaiser.  If the true powers of the Sword Cost fail to rout you out, then the Luskans will dance their army over your crow-pecked bones.  I laugh at your shallow ambitions!
________________________________


The Kaiser: "Oh… is this supposed to be the part where I divulge my dastardly plans?  You insult me."

Khelgar Ironfist: "Heh... well... was worth a try."

The Kaiser: "Men… you are to kill every last one of them, dice their corpses into tiny pieces, burn the kibble and then scatter their ashes into the harbor."

Orbakh: "Assuredly."

The Kaiser: "All except the Red Wizard.  I want her corpse - or at least her torso - mostly intact. Assuming that’s reasonably possible."

Safiya: "Me?  Flattering...  and… now I’m actually quite curious… why?"

The Kaiser: "I need your fresh, still beating heart for… something. (Smiles wickedly)."

Safiya: "I’m afraid my heart is rather necessary."

The Kaiser: "Not if you’re dead."

Safiya:  "That’s actually… distressingly logical.  We could use a miracle about now…"

The camera pans upwards, revealing the Knight Captain to be completely trapped, with Isho and his forces approaching from the rear, and The Kaiser’s troops walking from the front.  To the North is a narrow alley, blocked off with a wagon and barrels.  As the camera continues to widen, and Edwin and his Red Wizard minions charge into the alley, catching a glimpse of the Knight Captain and his party.  The narrow corridor and their late arrival to the scene means the Thayans are unaware that the party is surrounded...

Coder’s Note:
Play the drum-beat music from MotB’s final battle.

_______________________________________________________________
 

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Sabranic

Development Diary 12/04/16:
- We've Finished the Westgate Faction:

gith_army_1.jpg

From Left to Right:  Lathanderite Paladins, Fists of Lathander, Favored Souls of Lathander.

gith_army_2.jpg

From Left to Right:  Tylanna of the Seventh Rose, Olive Ruskettle, Alias of Westgate, Dragonbait

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rjshae

Those guys are a long way from home. 

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Sabranic

Indeed they are!  Ahhhh - the wonders of Startear and Chir's teleportation pad are not to be discounted. 

In the final chapter, the KC has to defend the CK for a time against an unstoppable horde - holding out long enough for Nasher and Nevalle to return with the Lord's Alliance in tow.  To manage this feet, the player can travel to a location associated with each Companion, (and several more related to the choices they player made over the course of the series), and attempt through bluff, diplomacy, intimidate, wisdom, charisma, and intelligence checks to convince these factions to send aid.

So, for example, with Mantides in the party, you might - and with a high enough diplomacy/intimidate/bluff/intelligence/wisdom/charisma - the KC might be able to recruit a group of Lathanderites to fight during the final battle.  With Rinara, you might be able to talk Alias, Olive and Dragonbait into assisting you.  Kaelyn can attempt to convince Susah the Crow, Efram the Stag, Josu the Lion and Bekkah the Lion to put the crusade on hold long enough to help. 

Some non-companion options are based on the player's choices during the OC, MotB, and MoWG.  For example, you can ask for aid from the Orcs if you spared their villages, or the Lizardmen of the Merre of Dead Men.  If you didn't destroy the Slumbering coven, (and you'r a horrible evil KC), you might be able to GIVE them Gann in exchange for them sending Hags and hag spawn to help you.  If you allied with the Were-rats in MoWG, you can attempt to get their aid.  Depending on your choices in the OC, you can end up with Shadow Thieves or The City Watch defecting to aid in the defense of Crossroad Keep.

Some possibilities are entirely new - an evil KC will be able to seek aid from the Luskans in exchange for Port Llast.  While a good Knight Captain can approach West Harbor and plead for militia assistance and help from Tarmas.

A few options will be quest based - those the players are seeking help from will requires quests - for example, the Ironfist Dwarf Clan.

The idea is to allow many of the big decisions the Knight Captain has made over the coarse of the series to impact the final outcome.  We can do this with a combination of checking for history feats and a questionare that sets flags that the player takes at the campaign's start.

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kamal

"If you allied with the Were-rats in MoWG, you can attempt to get their aid."

My understanding is MoWG wasn't the Knight Captain. Did you tie this in somehow?

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Sabranic

Indeed we did. MoW was left open enough in its timeline - and was in the Knight Captain's direct path home after MotB - so there's nothing in the cannon precluding our hero from having experienced it.  The whole narrative ties together nicely.  (Here is our timeline of events, cross-referenced with the Forgotten Realms Wiki Events of Note: Timeline).

1: If you play MoW directly after MotB, the game will deduct ten levels from your character - you can explain this as the portion of your soul surrendered to restore Akachi.  Achieving the optimal ending did not come without cost. 

We assume the optimal conclusion (or, at a minimum, the ending where Akachi is expelled from the Knight Captain), as cannon.  Simply put, we lack the resources to account for every possible choice the player might make.  Additionally, if the Knight Captain chose to remain in Kelemvore's realm or consume Akachi, they would either not be returning home, or would be returning to The Sword Cost as a literal god of destruction, a greater threat than anything unleashed on the realms EVER.  While a fun game notion, it's far beyond the scope what we can convincingly shoe-horn into the narrative.  Dark-god-mode-Knight-Captain would simply consume any adversary that gets in his way.  What could stop him?  The Chosen of Mystra?  The Heroes of Mithral Hall?  Orbakh?  The Seven Sister?  The Simbul?  The Zentarium?  Cult of the Dragon?  Bedtime snacks all.  Pretty much the only cannon heros that could reasonably stand up to DGMKC is the Bhaal-spawn pre-losing his divine essence. 

As much fun as that sound like, we'd need to make a whole separate campaign just to account for it.  So for out purposes, the Knight Captain either saved Akachi or expelled him from their soul.

2: There are numerous very good reasons Safiya, Gann, Oku, One of Many and Kaelyn would not accompany the Knight Captain for a time directly after MoTB.

- The Knight Captain was long absent their duties, friend and family.  (Or, if evil, they would be fearing the loss of their power and land).   They were anxious to return home as quickly as possible, so he/she left ahead of his companions.  On the sea-voyage to Westgate, their ship was driven ashore to avoid a storm, and in a dungeon on this nameless, forgotten island, the KC discovered the Cursed Domino Mask.  Being unable to rid themselves of the thing, (even OOM cannot to consume the spirit possessing it), and with it slowly but surely driving them to madness, the KC had no choice but to seek salvation Westgate.

- Safiya had to conclude her business at the Academy for a time.  It was her entire life, and she had many loose threads to tie up before abandoning everyone she ever knew.  Friends, responsibilities, students and all of her possessions needed to be collected.  Even if she loved the Knight Captain, one does not simply walk away from their old life.  Once Safiya finished her business, she reached their intended meeting place, and found no sign of the Knight Captain.  She spoke with Khelgar, relaying her tale, and he gave her a room in Crossroad Keep to use as a laboratory.  The Cursed Domino mask thwarted all attempts at scrying to magically communicating with The Knight Captain.  Safiya's magic was powerless to locate them.

- Gann - being Gann - after ending the Spirt Eater Curse, wished to indulge himself for a time among the elated spirits of Rashemen.  Even if he was in love with the Knight Captain, the hagspawn still harbors a healthy selfish streak, and there is no reasonable way he could be talked out of his richly earned victory.  Eventually, he grew bored, (or decided to seek out his lover), and chose to seek out The Knight Captain.  He arrived at Crossroad Keep and found no sign of his companion, and waited for a time impatiently at the Phoenix Tail.  When his friend/lover failed to appear, the Hagspawn communed with the Spirits, but the Cursed Domino Mask concealed the location of the Knight Captain.  Gann was powerless to locate them, and was preparing to depart in search of the KC.

- Kaelyn wished to return to her Crusade, and did so with renewed vigor.  After a time, Ammon Jerro sought out the Menagerie and informed them the KC didn't return to Crossroad Keep.  She immediately returned with the Warlock to the CK to help in the search.

- One of Many followed the Knight Captain around until they ran across the Cursed Domino Mask.  The Mask grafted itself to the KC, and OOM attempted to consume the malign consciousness of the artifact to free its master - in the process it nearly lost control of the many - similar to how other powerful consciousnesses may wrest control of the collective.  (Myrkul for one example).  While OOM managed to save itself, its physical form was dispersed, and it was some time before it could once again manifest.  Once OOM reformed its body it began to search for its master, (Thus explaining it's appearance in SoZ), eventually catching up to them shorty after the KC returns to the CK.

- Okku will not leave Rashemen - the bear is tied to it, and he returns to his barrow to rest.  In the final battle, if the KC is in love with Gann, the Hagspawn will summon Old Father Bear to save them from The Kaiser.

3: The Knight Captain's other companions were not idle:

- Ammon Jerro, after having his soul restored to his body, helped the Knight Captain hold off the Tana'ri at the Gates to Kelemvore's city - using a host of devils he bargained with The Still Lord to obtain.  Immediately after the battle, Jerro returned to the hells for a time to pay off that debt.  Jerro returned to Crossroad Keep and found not only the Knight Captain still missing, but discovered an intolerable, fawning drow named Quarrel - who simply would not LEAVE HIM ALONE!  Jerro was preparing to tear Faerun apart in search of the Knight Captain, using every resource at his command to do so, but they returned before the Warlock could put his plan in action.

- Bevil Starling, (a short time before the events in MoW), lead an elite group of Greycloaks East in search of the Knight Captain.  They become lost, and were eventually rescued by Daeghun (as the ranger conducts his own search).  They catch up to the Knight Captain when they [the KC] is ambushed by a huge force of revenge seeking Night Masks.

- Daeghun Farlong, on advice gained from Tarmas, began slowly making his way towards the Unapproachable East, in his own fruitless search.  On his way, he finds Bevil's group and rescues them.  Together they make their way to Westgate, but the Knight Captain has already left.  They turn around and pick up the Knight Captains Trail - and that of a large group of Night Masks sent by Orbakh to kill them.

- Khelgar Ironfist was preparing to launch a large expedition - in direct defiance of his orders from Neverwitner - spearheaded by Ammon Jerro and Safiya.  The Knight Captain makes it back before the dwarf can do it.

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Sabranic

Development Diary 12/05/16:
- We've Finished up The Menagerie - Kaelyn's brothers and sisters in the Crusade against The Wall of the Faithless.

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From Left to Right:  Bekkah the Lion, Efrem the Stag, Susah the Crow, Josu the Lion.

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Sabranic

Development Diary 12/06/16:
- We've Finished up The Uthgardt Tree Ghost Tribe for the Grandfather Tree quest line.

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From Left to Right:  Tree Ghost Battlers, Tree Ghost Foresters, Tree Ghost Ragers

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From Left to Right: Tree Ghost Shamen, Tree Ghost Skelds, Tree Ghost Skullcrushers

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From Left to Right: Tree Ghost Thane, Chief Stone-river, Tree Ghost Thane

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Sabranic

Development Diary 12/07/16:
- We've Finished up The Luskan Faction for the Rescue Casavir quest-line and the the possibility of purchasing their aid in the final battle (in exchange for Port Llast).

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From Left to Right:  Luskan Clerics of Bane, Luskan Elite Soldiers, Luskan Threshers.

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From Left to Right: Luskan Officers, Luskan Archers, Luskan Host Tower Mages.

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From Left to Right: Blaskar Lauthom, Arabeth Raurym, Valindra Shadowmantle, Rimardo Domine

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Sabranic

Development Diary 12/08/16:
- We've touched up the Wa Mercenary force - improved faces, hair, added more Asian weapons, and fixed the issue with the female tabi.  While we were at it, we added a few new units.

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From Left to Right:  Wa Bushi, Wa Monk, Wa Shukenja

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From Left to Right: Was Ninja, Wa Ronin, Wa Wu Jen

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From Left to Right: Isho Oroshi, Sword Saint of Wa.

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Sabranic

Development Diary 12/08/16:
- The saintly kevL has created us a modular script template for Figurines of Wondrous Power.  Much awesome incoming:



- It's Friday night, so we're having some fun on the faction front:



From Left to Right:  Catch-Phrase!!!!, Contract-Porn, Chet Awesome-laser, Shut Up Wesley!, What-ho!, One-shot-Wonder.

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Sabranic

Development Diary 12/011/16:
- We've added 22 new images to the icon set, based on various figurines of wondrous power.

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The Stand-alone version of the icons is available HERE.

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Sabranic

Development Diary 12/011/16:
- kevL has written an amazing script for our Figurines of Wondrous Power, and we have used it to create thirteen of them for the campaign:
- Amber Spider
- Lapis Lazuli Scarab
- Onyx Panther
- Onyx Dog
- Jasper Boar
- Jade Dragon
- Obsidian Steed
- Golden Lion
- Silver Serpent
- Jade Hound
- Pewter Bat
- Bronze Tiger
- Guenhwyvar

We will set these up as a stand-alone add-on. 

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Each figurine summons a creature that aids the caster in some way, serving as a long lasting companion until it is slain, dismissed, or the duration expires. 

Amber Spider
This reddish, spindly figurine looks like a spider.  It is carved from a solid piece of brilliant amber, and is warm to the touch.  Once each day, the figurine's owner can transform it into a giant spider, with a poisonous bite and the ability to cast high level web spells.

Lapis Lazuli Scarab
This small insect is carved from vibrant lapis lazuli, and set into a base of yellow gold.  Once each day, the user can command the device to change into a heavily armored giant beetle.  The creature is able to withstand a tremendous amounts of punishment.

Onyx Panther
This large piece of onyx is carved in the shape of a panther striking at some unseen prey.  Once each day, the statue can transform into a large black panther.  The creature is a powerful melee attacker, who excels at sneak attacks, stealth and silent movement.

Onyx Dog
A glossy piece of polished onyx, fashioned in the shape of a black dog.  When summoned, (once per day), the animal loyally follows its owner, and is capable of casting beneficial status buffs on itself and others in the party.

Jasper Boar
This ornately carved piece of red jasper resembles a savage looking boar.  Once each day, the figurine may transform into a large boar, capable of entering berserk rages and cleaving multiple foes in a single strike. 

Jade Dragon
A delicate piece of green jade, carved to resemble a dragon.  Once per day, the sculpture can change into a young bronze dragon, capable of casting healing spells and fighting for its owner until it's duration expires or it is slain.

Obsidian Steed
This pitch black obsidian shard has been fashioned to look like a fierce horse.  Once each day, its owner can transform it into a vicious Nightmare, capable of attacking enemies and going ethereal at will.

Golden Lion
This lion is carved from a small gold ingot, and glitters in the light.  Once per day, it may be commanded to transform into a mighty lion, capable of powerful melee attacks and causing fear in its enemies.

Silver Serpent
This intricate carved snake is made from sparkling silver, and shows no trace of tarnish.  Once per day, the figurine can transform into a large snake, with a poisonous bite and the ability to paralyze enemies at will.

Jade Hound
A sleeping dog is carved into this piece of streaked jade.  Once each day, it can be compelled to turn into a magical dog, capable of defending its owner, casting blur, and placing enemies into an enchanted slumber.

Pewter Bat
A small pewter bat, intricately carved and cold to the touch.  Once a day, the sculpture can change into a shrieking, biting bat.  The creature steals life from those it attacks, and it's horrible keening can confuse its enemies.

Bronze Tiger
This small bronze tiger looks incredibly lifelike, a masterpiece of casting.  Once a day, the figurine may transform into a large white snow tiger, with the ability to fight enemies and cast haste on itself and others.

Guenhwyvar
The Onyx Panther Guenhwyvar is a magical creature called from the Astral Plane, and is the companion of Drizzt Do'Urden.  Unlike most other figurines of wondrous power, she is intelligent, free-willed and dearly loves her master.  Guenhwyvar is lethal in melee combat, and is more than a match for many seasoned warriors.  She is capable of killing targets instantly on high enough attack rolls.

 

Note 1: Anyone but Drizzt who uses Guenhwyvar will be immediately attacked by her.
Note 2: All figurines automatically gain Greater Magic Fang, Jagged Tooth, Bear's Endurance, and Bull'sStrength upon summoning. 

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rjshae

Does that count against your summoning limit?

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kevL's

(yes) I think the alternative is to set qtyHenchmen and handle them as henchmen ... could be worth looking into

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