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NWN 2 Conclusion Campaign + Tomb of Horrors Revamp


Sabranic

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Development Diary 1/21/17:
- We've finished touching up the NX4 Companions with things like custom shields, weapons, and armor, as well as a host of sheaths, daggers, glasses, backpacks, quivers invisible capes and other odd's n'ends. The player companions deserve to partake of all the custom content as much as the NPC's!

 

http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/companion_army_1.jpg

From Left to Right: Ammon Jerro, Bodvarr Falgeirrson, Charissa Maernos, Eirinn Mac Cathmhaoil, Finch, Gann of Dreams.

http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/companion_army_2.jpg

From Left to Right: Ithefelle, Kaelyn the Dove, Khelgar Ironfist, Neeshka, Mantides, Kistrel Elsydar.

http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/companion_army_3.jpg

From Left to Right: Ribsmasher, Rinara, One of Many, Umoja, Terukawa Urakami, Safiya.

_________________________________________________________________________________________________________________________________

Companion Starting Equipment:

Each NPC has a full suit suit of equipment - some pieces enchanted, others not. (Average is 3-4 wearable magical items, 1-3 mystic inventory items, and 1-2 enchanted weapons per character). So when removing or adding items, what you see is generally what you get - we want to give players the option to avoid rainbow-pimp-wear, as well as keep the Companions visually on par with the various MOBS roaming the campaign.

Most of the Companion's magical items begin in the +4 range, with item utility ranking somewhere above the top items in the OC but below the more powerful objects in MotB.

Each NPC begins with some Iron Rations, Water Flasks, Spell Components, Spellbooks (if applicable), a container of some sort, and several miscellaneous tools, from ropes to poisons to healing kits to potions and even scrolls. The gear selection is tailored to the class and Companion's personality - so, for example, Safiya will have enchanting gear, Neeshka ropes and lockpicks, Rinara poisons, Charissa healing kits, Finch instruments, ect.


Upgrading Equipment:

http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/advanced_ores.jpg

A quest line will open as the players progress, which will enable them to upgrade each piece of companion armor using Asterite, Netherium and Arcanium bars. (This become available once they rescue Artificer Melchior from the Tomb of Horrors, an NPC who also incorporates Charlie's Appearance Changer for added options). A thorough player should have enough bars on a single play-through to upgrade three companion's gear to maximum, although more bars can be farmed in the infinite dungeon killing powerful MOBS for players interested in grinding enough ingots to equip every NPC.

In terms of power, the Asterite tier should put equipment in the +5 range, the Netherium tier grants +6 bonuses and by the Arcanium tier (+7), the upgraded NPC objects will likely surpass anything found in Mask of the Betrayer - with a few notable and extreme exceptions, such as the Eyes of the Coven or Amulet of Betrayal Personified.


Character History Relics:

Each companion has an inventory item related to their character history. The object gives a description of how and why it is important to the character's narrative, and provides a small passive bonus for being in their inventory. History Relics never upgrade, and they are usable only by the race, alignment and class of their owner. Some of the relics can cast spells when used, generally using charges to do so. A player should be cautions when employing their relic's active powers, as these items vanish when the charges are depleted.

Ammon Jerro: The True Name Scroll
Kaelyn The Dove: Grandfather's Feather Token
Bodvarr: Uthgardt Thunderbeast Fetish
Charissa: Holy Symbol of Tyr
Eirinn: The Lantern of Cliodhna
Finch: The Collapsible Clockroach

Gann: The Telthori Totem
Khelgar: Ilrah's Rib
Kistrel: Spellguard Credentials
Mantides: The Root of Life
Ithefelle: Grinning Skull Ioun Stone
Neeshka: Leldon's Lucky Coin

One of Many: The Malarite Totem

Ribsmasher: The Ivory Horn of Valhalla

Rinara: Nightmask Keycharm
Safiya: Aramin's Aromatic Draught

Terukawa: Mist Dragon Token

Umoja: Bal-alak's Tusks

Edited by Sabranic
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Development Diary 1/27/17:
- The West Harbor Militia and NPC's are finished up. Thanks to Mayor Lannon's distillery, the settlement has enjoyed a resurgence after the wars.

 

http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/westharbor_army_1.jpg

From Left to Right: Harborman Archers, Harborman Lancers, Harborman Militia.

http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/westharbor_army_2.jpg

From Left to Right: Caryl Nemorem, Danovar Clegg, Tarmas, Sheriff Lazlo Buckman, Freya Marshborn, Josin Kell.

http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/westharbor_army_3.jpg

From Left to Right: Goodwife Aruna, Ginni Lannon, Mayor Pitney Lannon, Pitney jr.

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Development Diary 2/03/17:
- The Waterdeep Faction is finished. All of these NPC's will only be used in various cut scenes towards the conclusion of the campaign, however, we have fully fleshed them out since they will be a part of the Forgotten Realms Epic NPC pack we'll be releasing.

 

We're getting close to complete - the only things left are Baldur's Gate, The Raven's Allies, and several creatures we'll need 3D modeling help with.

 

http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/waterdeep_army_1.jpg

From Left to Right: Waterdhavian Archers, Waterdhavian Guardsmen, Waterdhavian Pikemen.

http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/waterdeep_army_2.jpg

From Left to Right: Waterdhavian Clerics of Deneir, Piergeriron Paladinson, *Elminister Aumar, Laeral Silverhand, Khelben Blackstaff.

*(May or may not have a pipe depending on how this weekend's exploration of VFX goes).

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Development Diary 2/04/17:
- The Raven's Allies Mercenary Company is finished. They will play a major role in the end of the campaign, fighting alongside the antagonist.

History: After the second war with the King of Shadows, the band has earned a reputation as the most prolific, well trained and expensive sell-swords North of Baldur's Gate. The Kaiser has them in his employ to both bolster Neverwinter's Army, (the Warlord pays their lavish retainer with funds stolen by the Black Dog Pirates), and keep Luskan from using the current turmoil to attack. The Ravens are open to all comers of any race and alignment - nobody asks questions about a recruit's past - the only thing that matters to Granton Granholmn is the power of the hireling and how much they want paid.

 

http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/ravens_army_1.jpg

From Left to Right: Raven Axemen, Raven Archers, Raven Fighter Mages.

http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/ravens_army_2.jpg

From Left to Right: Raven Infiltrators, Raven Shield-smashers, Raven Pike-breakers.

http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/ravens_army_3.jpg

From Left to Right: Raven Swordsmen, Granton Granholmn, Raven War Mages.

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Development Diary 2/07/17:
- The Baldur's Gate faction is completed, and that wraps up the creation of the campaign NPC's and creatures - for the most part anyways. There are many many more character than what is shown in these posts, (hundreds more in fact), but we just don't have the time to screen capture all of them. On slow nights we might post up a few here and there, but for the moment, the focus will be on consolidating the characters into the main campaign directory and making sure we didn't leave out any of their various bits.

We will compile all of these creatures, item blueprints and their art assets into a stand-alone package and upload it to the NW Vault for those interested in a very broad, combat ready NPC package scaled for high level campaigns. Every NPC's background information is taken from cannon sources, and is accurate according to the era NWN2 takes place in. Where possible, the characters have full suits of equipment, with powers inspired by the pen and paper game or novels.

 

http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/baulders_army_1.jpg

From Left to Right: Flaming Fist Bowmen, Flaming Fist Clerics of Tempus, Flaming Fist Spearmen.

http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/baulders_army_2.jpg

From Left to Right: Flaming Fist Swordsmen, Duke Belt, Duke Entar Silvershield, Flaming Fist Battle Mages.

http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/baulders_army_3.jpg

From Left to Right: Duke Eltan, Duchess Liia Jannath

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Development Diary 2/09/17:
- By the beginning of the campaign, the Neverwinter Nine has been co-opted and infiltrated by the antagonists and their lackeys. To the general citizens of Neverwinter, The Kaiser's band are renown heroes and philanthropists - in reality they are responsible for most of the ills driving The Sword Coast headlong into war. The Kaiser understands the value of good publicity, and is charismatic, (and dangerous), enough to strong-arm the rest of the party into playing along. While the charade is a point of friction among the group, even the more impulsive Edwin and Sendai cannot argue with the results thus far.

 

It's up to the Knight Captain and their companions to unravel the facade before the antagonists kick off a war - not only between the powers of The Sword Coast, but quite possibly among the gods themselves...

 

http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/nwn9_army_1.jpg

From Left to Right: Edwin Odesseiron, Isho Oroshi, Granton Grandholmn, Sendai Ri'Fialle, The Kaiser (With Hat of Disguise), Tam Bakk.

http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/nwn9_army_2.jpg

From Left to Right: Edwin Odesseiron, Isho Oroshi, Granton Grandholmn, Sendai Ri'Fialle, The Kaiser (Without Hat of Disguise), Tam Bakk.

 

 

Character Bios:

 

- Edwin as a member of the Neverwinter Nine:
"Edwin Odesseiron earned his fame during the Bhaal-spawn crisis, and proceeding it, traveled to the Unapproachable East, where he launched a failed coup in Thay. He has since returned to The Sword Coast as a part of The Kaiser's Adventuring Party. The Wizard was admitted to the Neverwinter Nine as a replacement following Nevalle's expulsion."


- Isho as a member of the Neverwinter Nine:
"Little is known about the past of the mysterious swordsman Isho Oroshi. He has assisted The Kaiser in his many adventures since coming to The Sword Coast, and Isho commands a large force of highly skilled mercenaries from the distance nation of Wa. His swordsmanship is said to be without peer, and no foe - beast or man - has ever survived crossing blades with the Kensai."

Isho Joined the ranks of the Neverwinter Nine alongside The Kaiser after thwarting a Luskan plot to slay Lord Nasher - an attack which left Vinara Omis, his predecessor in the group - dead."



- Granton as a member of the Neverwinter Nine:
"The leader of the Raven's Allies, a mercenary company in the employ of The Kaiser. He was appointed to the Neverwinter Nine to replace Sir Darmon, who was killed on a mission to slay Haxarcanalon - a powerful green dragon plaguing the Unicorn Run."


-Sendai as a member of the Neverwinter Nine:
"While most Drow are wicked and vicious beings, Sendai steadfastly has fought alongside The Kaiser and his band of heroes, earning her a reputation for heroic acts and decisive action. When Aaron Rathmar IV was permanently crippled by a mysterious poison, (leaving a vacancy in the Neverwinter Nine), The Kaiser recommended Sendai as a replacement. Lord Nasher was able to look beyond her race, and judged her on the merits of her actions, inducting her into the organization. "


- The Kaiser as a member of the Neverwinter Nine:
"The Kaiser gained a reputation as a great champion of good and a hero to the people of The Sword Coast. His band of adventurers is said to have prevented the Uthgardt Thunderbeast Tribe from launching an attack on Neverwinter and the surrounding cities. During the war against the King of Shadows, his forces held the gates of Neverwinter against the undead horde, saving the city from complete destruction. Additionally, The Kaiser's party slew the Shadow Dragon Das'mag'Xallyion, and then pushed back an incursion by the Orcs of Old Owl Well, keeping vital trade routs open. Most recently, the heroes thwarted a Luskan assassination attempt on Lord Nasher himself."

"Not content to sit idle, The Kaiser used much of his captured dragon hoard to renovate and rebuild portions of Neverwinter still damaged from the war, earning him the adoration of both peasant and noble alike."

"In recognition of his many heroic deeds and unfailing service to Neverwinter, Lord Nasher appointed The Kaiser to fill the vacancy in The Neverwinter Nine left after the mysterious disappearance of The Knight Captain. While this move did not sit well with several members of Nasher's inner circle, the edict was wildly popular with the citizenry."



- Tam as a member of the Neverwinter Nine:
"The newest member of the Neverwinter Nine, Tam Bakk arrived only a few short months ago. Since his appearance, his band of sell-swords have dealt a series of crippling blows to the Shadow Thieves, running them entirely out of the Merchant District and decimating them in the Docks."

"Tam was immediately hailed as a great hero, and at The Kaiser's recommendation, was inducted into the Neverwinter nine to fill Callum's long vacant seat."

Edited by Sabranic
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Development Diary 2/10/17:
- We're adding some rogue only "tools of the trade" to provide the class with a few more tricks.
- We're getting several enchanted quivers finished, which will summon various types of magical arrows when used.

- To finish off a vampire, you'll have to stake it. No stakes? Well, that sucker is gonna keep coming back until you get some.
- We're adding a special quiver which the player can upgrade using netherium, arcanium and asterite bars, improving its arrows - +1, +2, +3, +4 and eventually +5.
- We're getting ready to roll out the bio and other details of Rhea Corvianna, the Enchanted Gourmand.
- In preparation of the above we've updated the icon set with:

  • 17 Quivers.
  • 13 Legendary Food items.
  • 8 Bombs.
  • 2 Vampire Stakes.
  • 9 Gemstones.
  • 1 Set of Caltrops.

http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/food_of_legend.jpg

 

+ Much more.

Click HERE for more information.


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Development Diary 2/11/17:
- We've added another 15 pages to the campaign bible, and updated the series time-line and events, which you can view HERE.

 

 

Neverwinter Nights 2 Series Timeline:
The Dale Reckoning Timeline Covering NX1-NX4.

Presented below is a timeline covering the important events in the Knight Captain’s Saga. We used the Dale Reckoning calendar, as this seems the most popular dating convention for pre-spellplague activates. Everything depicted here accounts for canon events and publications, and have been meticulously researched to avoid conflicting with official published materials.

- 1350: Year of the Morningstar -

 

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

 

- 1353: Year of the Arch -

 

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

 

- 1356: Year of the Worm -

 

DR: 1356 - The Kaiser leads a host of demons and evil mercenaries against Sundabar - which is ultimately routed.

 

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

- 1357: Year of the Prince -

 

DR: 1357 - The heroes catch up to the tiefling near the Luskan village of Ember - they never report back to Silverymoon.

DR: 1357 - Kistrel is polymorphed into a giant spider and flees into the caverns below Ember. Her companions are all destroyed by The Kaiser.

 

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

- 1364: Year of the Wave -

 

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

 

DR: 1364 - Terakawa Ukami vows vengance against Isho and The Kaiser, and eternally pledges himself to the Li lung dragon Hayate in exchange for the power to slay his enemies. He begins following their trail westward.

- 1367: Year of the Shield -

 

DR: 1367 - Isho and the Kaiser gather a mercenary force and travel west. They operate near Bezantur in Thay for a year, where they gain a reputation for fearlessness, efficiency and cruelty.

- 1369: Year of the Gauntlet -

 

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

DR: 1369 - The Kaiser and Isho spring Edwin Odesseiron from his prison cell.

 

DR: 1369 - Alongside Odesseiron and his followers, the Kaiser and Isho flee Thay following the Red Wizard's ouster.

- 1370: Year of the Tankard -

 

DR: 1370 - Edwin, The Kaiser and Isho travel to Tethyr and revive an aspect of Sendai Ri'fialle, (using a statue overlooked by the Ward of Gorion and a small portion of The Kaiser’s near-divine essence).

 

DR: 1370 - The Kaiser and his force make a year-long journey to the Spine of the World, using long forgotten roads in the Underdark to avoid their many pursuers.

- 1371: Year of the Unstrung Harp -

 

DR: 1371 - The group clears and takes over the long abandoned Granite Hold Castle northeast of Mirabar.

- 1372: Year of Wild Magic -

 

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

 

DR: 1372 - The Kaiser's group slays the Shadow Dragon Das'mag'Xallyion, claiming his extensive hoard of gold and magical items.

- 1373: Year of Rogue Dragons -

 

DR: 1373 - The Kaiser’s party journeys to cities of Ched Nasad and Menzoberranzan, recruiting a substantial army of Drow still loyal to Sendai’s house.

- 1374: Year of Lightning Storms -

 

DR: 1374 - The Kaiser’s surrogates spread rumors throughout the Northlands of an impending invasion by the Uthgardt Thunderbeast tribe, raising fear and tensions in the area.

DR: 1374 - Sendai's army, (while rallying to Granite Hold), attacks the Uthgardt Thunderbeast tribe to conceal evidence of their movement. The tribe is all but destroyed.

DR: 1374 - Bodvarr barely survives the scouring of his people and slowly recovers his strength for a year in the wilds near Mirabar.

DR: 1374 - The Kaiser and his forces take credit for the slaughter of the Uthgardt Thunderbeast tribe. The governments and citizens of the Northlands rejoice and consider them heroes.

DR: 1374 - Deep within the mountain fortress of Granite Hold, Sendai's force establishes itself as a Drow Colony, continuing to grow in strength.

DR: 1374 - Edwin, Sendai, Isho and The Kaiser hatch a plot to seize control of the Sword Coast.

 

DR: 1374 - The surviving followers of Edwin Odesseiron finally arrive at Granite Hold.

 

DR: 1374 - The Kaiser is summoned by his patron, the Abyssal Lord Graz'zt to report on his progress.

DR: 1374 - The events detailed in the Neverwinter Nights 2 Official Campaign begin.

DR: 1374 - During the war with the Knight of Shadows, The Kaiser’s force successfully repels an undead host besieging the Gates of Neverwinter. Their heroics spare the city total destruction and the group is knighted by Lord Nasher in gratitude.

- NWN 2: Official Campaign -

DR: 1374 - The King of Shadows is destroyed and its lair collapses.

DR: 1374 - Zhjaeve plane-shits back to Limbo, her mission accomplished. She continues to watch over and aid the KC from afar.

 

DR: 1374 - Elanee shoves the KC from under a falling column and is crushed by it in their place.

 

DR: 1374 - Casavir braces a collapsing doorway – he manages to hold it open long enough for the party to pass – his spine then shatters and he’s buried in rubble.

DR: 1374 - The KC is knocked unconscious by Nefris’s minions, who flee to Rashemen via the Plane of Shadow with their hostage.

DR: 1374 - Khelgar attempts to pursue the KC’s abductors, but is buried in falling debris.

DR: 1374 - Ammon Jerro pursues the KC’s abductors, and is overpowered by Nefris in the Plane of Shadow.

DR: 1374 - Grobnar dies shielding The Construct from tons of falling rocks.

DR: 1374 - The Construct is damaged and disabled by rubble.

DR: 1374 - Neeshka nimbly dodges her way out of the collapsing ruin, escaping unscathed. (If she resisted Black Garus).

DR: 1374 - Neeshka surveys the ruins and helps Khelgar free himself from the collapsed structure. (If she resisted Black Garus).

DR: 1374 - Luskan agents pull a crippled Casavir from the rubble and spirit him away.

DR: 1374 - Daeghun consults with Tarmas and the pair manages to divine some hints as to the KC’s location.

DR: 1374 - Daeghun and Bevil separately strike out in search of the KC when their pleas for Neverwiner’s aid are refused and ignored.

DR: 1374 - Khelgar remains at the CK, pressuring Nasher to launch a massive search, but his efforts are in vain.

DR: 1374 - Neeshka returns to The Black Cats, her former guild in Neverwinter, where she tries to use their contacts to locate the KC. (If she resisted Black Garus).

DR: 1374 - The survivors of the war return to West Harbor and Highcliff to begin rebuilding their lives and homes.

DR: 1374 - Neverwinter and its territories descend into economic ruin from the war.

 

- NWN 2: Mask of the Betrayer -
(Run's Concurrently with SoZ)

 

DR: 1374 - The last shard of Gith’s Silver Sword is messily extracted from the KC by Nefris.

DR: 1374 - Ammon Jerro has his soul removed from his body, and is then left to die in The Academy of Shapers and Binders.

 

DR: 1374 - The dying KC is taken to the Bear King’s Barrow and restrained there. He is possessed by Akachi the Betrayer, and contracts the Spirit Eater Curse.

DR: 1374 - Safiya rescues the KC from the Bear King’s Barrow, and the duo battle their way free.

DR: 1374 - The KC recruits Gann and Kaelyn.

DR: 1374 - The KC recruits either Okku or consumes him after a pitched battle.

DR: 1374 - The KC possibly creates One of Many using Okku’s husk.

 

DR: 1374 - The KC romances Gann, Safiya or neither.

DR: 1374 - The KC destroys or spares The Slumbering Coven.

DR: 1374 - Zhjaeve and her fellow Zerth conjure the Dream Weapon and pass it to the Knight Captain.

 

DR: 1374 - The KC ransacks the Academy of Shapers and Binders battling Araman and his forces.

 

DR: 1374 - The KC rescues Ammon Jerro, who then accompanies the KC to the Fugue Plane.

 

DR: 1374 - The KC meets The Founder, and she informs him of her plan and returns the Silver Sword of Gith to him. The KC spares her despite her cruel treatment of them.

 

DR: 1374 - The KC commits to the crusade and leads his allies through the betrayer's gate.

 

DR: 1374 - The KC first aids Zoab, followed by Sey'ryu.

DR: 1374 - Araman attacks the KC one final time and is defeated.

DR: 1374 - Ammon Jerro summons devils and helps the KC hold the gates to The City of Judgment.

 

DR: 1374 - The KC betrays Rammaq - then slays the enraged demilich in self-defense.

 

DR: 1374 - The KC ends The Spirt Eater Curse by uniting The Mask of the Betrayer and freeing Akachi.

 

DR: 1374 - Kelemvor returns the KC and companions to Thaymount.

 

DR: 1374 - Safiya stays at the Academy for a time to tie up loose ends - agreeing to meet the KC in their homeland.

 

DR: 1374 - Gann takes his leave to "indulge" in the presence of grateful Rashemi spirits before heading to see the KC’s home.

 

DR: 1374 - Kaelyn departs to continue her crusade on the wall with The Menagerie.

DR: 1374 - If the KC created One of Many, the creature accompanies them as they return home.

DR: 1374 - If the KC spared Okku, the Bear God returns to his barrow and sleeps.

 

DR: 1374 - Ammon Jerro journey's the planes for a time, contemplating the purpose of his existence and his many sins.

 

DR: 1374 - The KC departs for home by sea, with plans to meet Gann and Safiya at CK.

 

- 1375: Year of Risen Elfkin -

DR: 1375 - The loss of the Spirit Eater Curse significantly weakens the KC. A part of his own essence was surrendered to Akachi in the process of restoring the betrayer. (Thus explaining the level cap in MoW).

DR: 1375 -
Rhea Corvianna is abducted from Waterdeep by Edwin Odesseiron and The Kaiser. The mage is held hostage in Granite Hold, and forced to concoct an untraceable and incurable poison which slowly debilitates and kills its victim.

DR: 1375 - The remains of The Construct are located by salvagers scouring the rubble of The King of Shadows’ fortress. After being examined by The Many Starred Cloaks, the creature is returned to Crossroad Keep, although it remains inactive.

DR: 1375 - Daerred and company purchase an empty building in CK and establish an adventurer’s guild.

 

- NWN 2 : Mysteries of Westgate -
(Run's Concurrently with SoZ)

 

DR: 1375 - The KC acquires the Cursed Domino Mask on his journey home, and is drawn to Westgate in his attempt to be free of it. (If One of Many is present, the powerful spirit possessing the mask nearly seizes control of “The Many” and damages One of Many’s husk in the struggle. The abomination is cast into the Plane of Shadow while it regenerates. The Cursed Domino Mask interferes with One of Many’s bond to the Knight Captain, making it impossible to locate or speak with its master).

 

DR: 1375 - The KC allies with Mantides, Charissa and Rinara, and they help one another overcome personal demons and the dangers of Westgate.

 

DR: 1375 - The KC refuses the “gift” of vampirism from Orbakh.

 

DR: 1375 - The KC helps Mantides regain his faith in Lathander.

 

DR: 1375 - The KC and allies foil Orbakh’s plan to create enough clones to fed a vampire army.

DR: 1375 - The KC stops the devil Zymena from taking over Westgate’s underworld.

 

DR: 1375 - The KC breaks the domino mask's curse.

 

DR: 1375 - The following morning, the KC, Mantides, Charissa and Rinara flee Westgate.

 

DR: 1375 - Orbakh swears vengeance, and sends a large force of Night Masks after them.

DR: 1375 - Obid rises as a powerful vampire, controlled by Orbakh.

DR: 1375 - Tam Bakk and Tobias are dispatched to Neverwinter to rout the Shadow Thieves and establish a Night Masks branch in the city.

- NWN 2: Storm of Zehir -
(Run's Concurrently with MotB & MoW)

 

DR: 1375 - Nevalle is given wide latitude by Lord Nasher to save The Sword Coast’s floundering economy.

DR: 1375 - Edwin Odesseiron’s followers establish Thayan enclave in Neverwinter’s Black Lake District with Nevalle’s blessing.

DR: 1375 - Nevalle sponsors a campaign to promote Waukeen’s church throughout Neverwinter’s territory, in the hope of bringing wealth and prosperity to the struggling lands.

DR: 1375 - Khelgar is made temporary Commander of Crossroad Keep - over his objections.

 

DR: 1375 - Kana takes a leave of absence to perfect her combat arts.

 

DR: 1375 - Kistrel driven into the Crossroad Keep caverns by frightened merchants and traders.

 

DR: 1375 - Sa'Sani's cargo ship wrecks off the coast of Samarach. Adventurers traveling aboard it rescue the crew and Volothamp Geddarn from a hungry goblin tribe.

DR: 1375 - Casavir is taken to the Luskan Host Tower, where he is repeatedly tortured for information.

 

DR: 1375 - Sa'Sani hires the mercenaries stranded by the shipwreck to track down the cause of the disaster. She correctly suspects sabotage.

 

DR: 1375 - The sell-swords gain Sa’Sani’s favor and quickly rise through the ranks of her organization.

DR: 1375 - One of Many, disoriented, separated from its Master and badly wounded, (by the Cursed Domino Mask), wanders Samarach in search of the KC. (Providing the player made the creature - if not, it is an unrelated monstrosity seeking nourishment).

 

DR: 1375 - Sa'Sani branches her organization into the sword coast as part of a gambit to thwart the interloper deity Zehir’s takeover of Samarach’s yuan-ti.

 

DR: 1375 - Desperate to generate revenue, Nevalle allows Sa'Sani to establish herself in Crossroad Keep, granting her run of the place.

DR: 1375 - Upon Nevalle’s orders, the Church of Tyr in CK dismantled in favor of a temple to Waukeen.

 

DR: 1375 - Sa’Sani’s mercenaries gather adventurers from all over the world, and grow her merchant house into the Sword Coast’s most powerful trading organization.

 

DR: 1375 - Sa'Sani reveals her true nature as a yuan-ti infiltrator, kills her second in command and explains the danger posed by Zehir to her employees.

 

DR: 1375 - The adventurers successfully convince Sa'Sani to cease some of her more mercenary ways. Moving forward, she manages her organization without resorting to nefarious methods.

 

DR: 1375 - The adventurers return to Samarach and confront the yuan-ti, eventually destroying them and one of Zehir’s avatars.

 

DR: 1375 – Victorious, the mercenaries part company, and their story eventually becomes a popular novel by Volothamp Geddarm.

 

- Post Storm of Zehir -

DR: 1375 - Kana returns to the CK to help a flailing Khelgar manage the keep.

DR: 1375 - A cemetery is built near Crossroad keep, dedicated to those who fell battling the King of Shadows.

DR: 1375 - Neeshka attempts to kill Raines - the psychopathic leader of The Black Cats - by tricking him into raiding Khelben Blackstaff’s residence. (She
surreptitiously tipped off the mage beforehand). (If she resisted Black Garus).

 

DR: 1375 - The Kaiser sponsors the restoration of the Neverwinter Merchant District and the construction of a large orphanage for the many children left without parents after the war.

DR: 1375 - The Kaiser and his forces rout the Orcs of Old Owl as they attempt to rally under a new chieftain.

DR: 1375
- Khelgar becomes suspicious of these new "champions," but his attempts to unmask them fail in an escalating series of embarrassments, costing him standing with Lord Nasher and the Neverwinter Court.

DR: 1375 - The Kaiser's agents hatch a plot with the Host Tower Mages to depose Nasher Alagondar, with the full intention of betraying the Arcane Botherhood.

DR: 1375 - The Kaiser and companions thwart the very assassination attempt they sponsored. Vinara Omis of the Neverwinter Nine is killed by Luskans during the attack.

DR: 1375 - The Black Dog Pirates and their fleets begin savaging shipping along the Sword Coast, laying waste to the economies of Luskan, Neverwinter, Waterdeep and Baldur’s Gate.

DR: 1375 - The Kaiser is inducted into the Neverwinter Nine as a replacement for the presumed dead Knight Captain. Neverwinter celebrates their new hero.

 

- 1376: Year of the Bent Blade -

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

DR: 1376 - The Lord’s Alliance tasks a fleet of ten ships to track down and destroy The Black Dog Pirates. They never return.

DR: 1376 - Isho Oroshi is inducted into the Neverwinter Nine to replace Vinara Omis.

 

DR: 1376 - Khelgar orders the temple of Waukeen to be cleared from the CK. He returns the building to the Church of Tyr.

DR: 1376 -
One by one, Nasher's closest advisors are alienated, re-assigned or sent abroad on suicidal missions. Their replacements are loyal to The Kaiser and his allies.

DR: 1376 - Sand relocates his business to Crossroad Keep, hoping to increase his profits and escape the growing instability in Neverwinter.

DR: 1376 -
Nevalle’s suspicions grow regarding The Kaiser and his allies. He and Colonel Brelaina begin investigating the warlord’s affiliations, nearly uncovering Granite Hold in the process.

DR: 1376 - Tam Bakk arrives in Neverwinter, and, on behalf of Orbakh, gives The Kaiser compromising information regarding Sa’Sani’s Merchant House. He then proposes an alliance between The Kaiser’s forces and The Night Masks.

DR: 1376 - Rhea’s poisons have begun to seriously impact Lord Nasher’s health and sanity. The ruler is reduced to little more than The Kaiser’s puppet.

DR: 1376 - The Kaiser and his companions expose Sa’Sani as a yuan-ti before the entire Neverwinter Court. When it is also revealed that Khelgar and Nevalle were aware of her true nature, Nevalle is expelled from the Nine and Khelgar loses any remaining favor he held with Lord Nasher.

DR: 1376 - Nevalle is exiled to the Neverwinter Consulate, and made Neverwinter’s “ambassador” to Daggerford - punishment for “deceiving” Nasher and almost surrendering the Sword Coast’s economy to a yuan-ti infiltrator.

DR: 1376 - Tam Bakk and Tobias deal a devastating blow to Neverwinter’s Shadow Thieves, driving them entirely from the Merchant District and reducing their presence in the Docks and Warrens to a fraction of its former strength.

 

DR: 1376 - In recognition of his service against the Shadow Thieves, Tam Bakk is appointed to the Neverwinter Nine, filling Callum’s empty post.

DR: 1376 - The Night Masks open their first branch in the Neverwinter Merchant District, and begin filling the void left by the Shadow Thieves. Orbakh secretly arrives in Neverwinter, leaving Obid behind as “Acting Faceless” in Westgate.

DR: 1376 - Lord Nasher orders Sa’sani’s merchant warehouse expelled from CK, and has her headquarters demolished. In an act of defiance, Khelgar secretly allows her to retain ownership of a small estate within the keep.

 

DR: 1376 - Ammon Jerro returns to the CK and informs Nevalle, Khelgar and Kana of the Knight Captain’s survival – the group decides to conceal this information from Neverwinter, fearing the growing conspiracy within Nasher’s inner circle.

 

DR: 1376 - Ammon Jerro begins to study the “unusual summoning circle” in the basement, eventually discovering its nature as a rift into Shar’s Shadow Weave.

DR: 1376 - Ammon Jerro funds the construction of an elaborate tomb for Shandra, which also serves as a powerful planar gate.

DR: 1376 - Edwin Odesseiron is appointed to the Neverwinter Nine to fill the vacancy left after Nevalle’s ouster.

DR: 1376 - After his own attempts to seal the rift fail, Ammon Jerro hires a powerful priestess of Shar to seal the Rift in the CK’s basement. The Drow fails and nearly dies in her attempt.

DR: 1376 - Quarrel returns to the CK in search of his "messiah." Jerro is not impressed by the lad’s attentions, and mistreats him horribly.

DR: 1376 - At The Kaiser’s urging, Lord Nasher sends
Sir Darmon and a large Greycloak force to slay the green dragon Haxarcanalon – the party is never seen or heard from again.

DR: 1376 - Sa’Sani’s merchant house begins to collapse. Now that her heritage is known, few towns allow her caravans inside their borders, and Sa’Sani’s many warehouses are piled high with goods she cannot sell. Unable to return to Samarach and unable to make a profit in The Sword Coast, her merchant house flounders.

 

DR: 1376 - Gann, Safiya and two of her students arrive at Crossroad Keep. They panic upon discovering the Knight Captain has not returned. They seek out Ammon Jerro and Khelgar.

 

DR: 1376 - Captain Lastri uses her share of the mercenary band’s earnings to commission the construction of a new ship – the Vigilant II.

DR: 1376 - Neeshka returns to CK, having discovered nothing of the KC’s location. (If she resisted Black Garus).

 

DR: 1376 - Daeghun rescues Bevil Starling and his men after they became hopelessly lost. Following information obtained from Tarmas, the group heads east, arriving in Westgate several weeks after the Knight Captain departed west.

DR: 1376 -
A series of punitive taxes are levied on all lands protected by Neverwinter – the funds are secretly diverted to finance further pirate attacks along the Sword Coast. The citizenry begin to stage tax revolts and angry protests against Lord Nasher.

DR: 1376 - Sendai Ri'fialle is appointed to the Neverwinter Nine, filling the vacancy left when Aaron Rathmar IV resigned his commission. He was exposed to a mysterious poison, which left him permanently crippled.

DR: 1376 - The Raven’s Allies, (a mercenary company run by the half-orc
Granton Granholmn), is retained by The Kaiser to carry out orders Neverwinter’s Greycloaks might refuse. The sell-swords roundly crush all opposition, from bandits to peasants chaffing under heavy taxation.

DR: 1376 - The Lord’s Alliance condemns the manner in which the peasant uprisings in Neverwinter are quelled. Nasher’s government is officially sanctioned, and relations with Silverymoon and Mirabar begin to sour.

DR: 1376 - On The Kaiser’s advice,
tariffs are placed on goods shipped to Neverwinter from Waterdeep, Mirabar, Silverymoon and Baldur's gate, resulting in economic retaliation and further driving the region into ruin.

DR: 1376 - Ammon Jerro, Gann and Safiya begin to search for the missing Knight Captain. The trio journeys to the Fugue Plane, and possibly recruits Kaelyn the Dove. (If the KC created One of Many, Kaelyn will refuse her aid).

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

 

DR: 1376 - The Sunken Flagon falls onto hard times as Neverwinter’s merchant and sea trade falters. Duncan is forced to shutter his tavern and travel to Crossroad Keep, where, in a humiliating reversal, he tends bar for his former employee Sal.

 

DR: 1376 - Granton Granholmn is appointed to the Neverwinter Nine to replace the presumed dead Sir Darmon.

 

- NWN 2: Nightsinger’s Bane -

DR: 1376 - A diplomatic escort mission from Baldur’s Gate goes horribly awry, and Duke Belt is nearly killed by The Kaiser and his Greycloaks. The Lord’s Alliance is thrown into chaos, and there is talk in Waterdeep of expelling Neverwinter from the organization.

DR: 1376 - Sendai Ri'fialle has now drawn a host of nearly 10,000 Drow to the colony below Granite Hold.

 

DR: 1376 - Early Spring - NX4 Campaign begins. The Knight Captain and his companions from Westgate return to the Sword Coast, pursued by a vast force of vampire Night Masks. They approach the ruins of Dragon Spear Castle, exhausted, wounded and very nearly out of options…

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Development Diary 2/15/17:

 

We've been busy - behold the glory of ranged death!!!

http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/Projectiles.jpg

 

New Prefixes: (These are new projectile weapon powers).
Slaying, Slumber, Impact, Wounding, Shredding, Crushing, Divine, Darkness, Were-bane, +6, Silence, Anti-Summon, Grease, Sonic, Polar, Rashemie, Greycloak, Wa Mercenary, Wateredhavian.
Expanded Prefixes: (These powers did not exist for all projectile types - they do now. We also fixed several missing SoZ icons).
Flame, Acid, Frost, Poison, Vampiric, Lightning, Explosive, Petrification, Piercing, Adamantine, Cold Iron, Alchemical Silver.
Presented above is a list of of the new ranged weapons we've rolled out for NX4: Nightsinger's Bane. A big part of the campaign overhaul is giving difficult to manage classes, (such as projectile-based stormlords, or throwing weapon masters), more viability.
Solving those issues required us to make four important changes:
- 1: Ending the "projectile desert" that afflicts those specializing in throwing weapons. In the base NWN 2 campaigns, throwing weapons are few and far between, so we've made certain there are accessible vendors with large stocks of throwing weapons available.
- 2: Rectifying the lack of throwing weapon diversity. Throwing weapons in Neverwinter Nights 2 suffer a lack of options compared to melee or ranged projectile weapons. To fix the issue, we've drastically expanded the list of throwing weapons. Now throwing weapon builds have a full array of elemental and status effects to choose from.
- 3: A lack of end-game viable weapons. Throwing weapon users typically hit a wall about half-way through the OC, and suffer serious problems beyond that in MotB. In the stock NWN 2 game, there are only a handful of powerful throwing weapons, and their item utility pales before comparable epic weapons. Compounding this is their limited number of uses - once your Firetooth darts are gone... so is your weapon of yore! To address the first issue, we've created a trio of epic throwing weapons, (one of each type), which compare favorably to weapons like the Hammer of Ironfist, The Sword of Gith, The Dream Weapon, and other high-tier weapons from the OC and MotB. For the second issue...

- 4: Cost and maintenance is a serious problem for throwing weapon users. Sling, Bow and Crossbow users beginning in the OC very quickly latch onto weapons which provide unlimited ammunition - reducing their costs to nothing. To help mollify this, our epic weapons are inventory objects, which "generate" a stack of shuriken, throwing axes or darts once each day. Additionally, we've instituted a series of repeatable quests which allow players to replenish a stock of high tier throwing weapons by collecting a bounty items and trading them to NPCs. (For the times when 2d4 fire damage won't cut it but your +6 godly throwing axes of oblivion might be overkill).

Edited by Sabranic
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