Since I didn't feel like too much writing and scripting this past week, I focused on filling in the random overland map areas the party can visit. With all these being prefabs, the only work needed was placing monsters/treasure and the like. As a result, most are now ready for exploration, hacking and slashing. A few small sidequests in there as well. Think of them like the areas off the main path in BG.
A few prefabbed areas came prelinked/thematically related, and their design suggested some quests ideas that I haven't fleshed out yet. So those two areas are on the overland map and can be entered, but currently are empty.
Still to do:
a remote desert oasis town on the edge of faerun needs more population besides it's current lone merchant. ditto for a town in the far north. Both these areas are just quick stops on the overland map, so they don't need to be extensively filled in, a few more merchants and some random commoners would do. They are just pit stops for players to sell loot or restock.
The town where the players stronghold is needs to be developed. There will be 3-4 quests here as well involving the players interaction with the current powers of the town. The stronghold itself is built but needs to be filled in more, and the generic stronghold system conversations need to be converted to campaign specific ones.
Another town is complete, but was a prefab set outside faerun. The lore and conversations needs to be converted to Faerun lore/conversations. As it's the location of one quest mcguffin, it needs to have more quests put into place other than the single current quest leading to the mcguffin. Fortunately, the built in conversations for the area suggest several quest hooks, so I only have to fill them in and give them an evil spin.
Companion conversations about quests are almost all written (8 companions x the number of quests, plus many have different things to say depending on the quest state = lots of work). They still need to be able to say what they think of each other and important npc's. Then the conversations need to be moved into the toolset. Their interjections into pc conversations need to be added in many cases, and their "flavor" conversations for different areas have to be done. Currently they are silent SoZ party creation type companions.
Seems like a lot remains, but filling out the overland areas seems like a hilltop and completion and the beginning of testing now seems downhill.
A Neverwinter Nights 2 Blog for the module/campaign "Bedine"; And also the "Crimmor" and "Path of Evil" campaigns.
Tuesday, September 29, 2009
Sunday, September 20, 2009
New and Redone Creatures
Meet a few new or redone creatures.
The ghost of an ogre mage.
A phase spider, out of phase.
A rime skeleton from the frozen north, rime skeletons are internally lit by the sheer cold that exudes from them. I should add that rime skeletons are a redo of the Hellfire skeletons on the Vault already, subbing cold effects for fire effects, so while new, they aren't "new".
The ghost of an ogre mage.
A phase spider, out of phase.
A rime skeleton from the frozen north, rime skeletons are internally lit by the sheer cold that exudes from them. I should add that rime skeletons are a redo of the Hellfire skeletons on the Vault already, subbing cold effects for fire effects, so while new, they aren't "new".
Saturday, September 5, 2009
Overland Map Experiment
Yes, you can transition directly from one overland map to another.
And here is a second pic showing the results with a little more work. The minimap is now displaying properly and you can see how the water and basic texturing such as the dirt road show through the billboard effect map. Some more detail work needed on cleaning up the map, but progressing nicely I think.
Thursday, September 3, 2009
Calimport Muzad
Taken from: http://www.talesin.us/rpg/calim/glossary.htm
Known by a multitude of names from the Muzhajaarnadah to Calimport Below, Dark Calimport, and most often just the Muzad, the deeper city beneath the streets of Calimport is just as exciting, lively and dangerous as the sunlit metropolis above its stony ceilings. The Undercity of Calimport is more than just a series of sewers and waterways- there are whole streets, buildings, courtyards and great halls, and other areas long buried and forgotten. With the many series of disasters to strike the city over the centuries, it is not hard to believe the rubble was often simply built over after great destruction and whatever fell beneath the rubble was considered gone.
Known by a multitude of names from the Muzhajaarnadah to Calimport Below, Dark Calimport, and most often just the Muzad, the deeper city beneath the streets of Calimport is just as exciting, lively and dangerous as the sunlit metropolis above its stony ceilings. The Undercity of Calimport is more than just a series of sewers and waterways- there are whole streets, buildings, courtyards and great halls, and other areas long buried and forgotten. With the many series of disasters to strike the city over the centuries, it is not hard to believe the rubble was often simply built over after great destruction and whatever fell beneath the rubble was considered gone.
Since it encompasses the sewers and areas beneath, the Undercity ranges from 20 feet beneath the raised streets of Palace, Grand, and Emerald Wards to nearly a half-mile beneath Calimport’s sewers. There are so many mysteries hidden in the depths and the darkness of Calimport Muzad that they compare equally to the ruined wonders of Shoonach, Myth Drannor and the horrors of Undermountain beneath Waterdeep. There are a number of regions defined among the shadows, and what little there is to know is far more than most are willing to learn of the darkness beneath them. Calimpanni often quote, “ Enter the Muzad with caution, for as the Pashas do not walk below their station on the unexalted ground, one does not easily walk below without sharing the shadows in station, mind and heart .”
Subscribe to:
Posts (Atom)