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NWN 2 Conclusion Campaign + Tomb of Horrors Revamp


Sabranic

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Development Diary 2/16/17:

- We've set up the ranged weapon expansion as a stand alone package you can download HERE.
- Continuing to consolidate all of the campaign resources into a directory in anticipation of rolling it into a .git repository to enable versioning and easier collaboration.
- We're working on The Nine Jewels of Neverwinter from "Volo's Guide to the North."
- We've created bountiful containers of arrows, bolts and bullets. These magical objects are worn in the belt slot, and can generate fifty arrows, bolts and bullets once per day. Players will be able to upgrade the containers from +0 to +5 using arcanium, netherium and asterite bars. In addition to summoning projectiles, the containers have other beneficial magical powers, which grow with each enhancement.

The Nine Jewels of Neverwinter

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

The Nine Jewels of Neverwinter were created by a cabal of powerful wizards when the city was still young. Each member sought to control the fledgling city, and infighting quickly broke out among the group. The would-be lords and ladies destroyed one another using the stones - the few who survived kept them hidden thereafter.

Each jewel is a unique item made from a different type of gemstone. They are all cabochon cut with no facets, and roughly the size of a clenched hand. Every stone is engraved with a command word in very small script and is faintly warm to the touch. By grasping the stone and reading the command word aloud, the user can activate their many powers.

Each stone had several common powers shared by all of them, and a pair of unique abilities unique to each gem.

The common powers are:
- True Strike, 1 charge/use
- Freedom of Movement, 2 charges/use
- Create Food & Drink, 3 charges/use
- Greater Restoration, 5 charges/use

The unique powers are:
- Amethyst:
Ray of Enfeeblement, 1 charge/use
Immune: Chain Lightning
+ 2 Concentration

- Carnelian:
Web, 1 charge/use
Immune: Ray of Enfeeblement
+ 2 Parry

- Diamond:
Magic Missile, 1 charge/use
Immune: Magic Missile
+2 Diplomacy

- Emerald:
Color Spray, 1 charge/use
Immune: Flame Arrow
+ 2 Slight of Hand

- Fire Opal:
Flame Strike, 2 charges/use
Immune: Cone of Cold
+2 Appraise

- Onyx:
Chain Lightning, 2 charges/use
Immune: Web
+ 2 Hide

- Ruby:
Fireball, 2 charges/use
Immune: Color Spray
+ 2 Spellcraft

- Sapphire:
Cone of Cold, 2 charges/use
Immune: Fireball
+ 2 Heal

- Topaz:
Flame Arrow, 2 charges/use
Immune: Flame Strike
+2 Survival

Each stone has ten charges, and if they are fully expended, it forever loses its active powers. The charges do regenerate, (if slowly), so long as at least one charge remains - at a rate of one per eight hours of rest.

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Development Diary 2/18/17:

- We've finished fleshing out the material spell component mechanics.
- We've finished up a host of new icons for the system.
- The Character Bios and the Component system is updated in the Campaign Bible - 307 Pages and growing!

NX4 Material Spell Component System:
A Description of the Material Spell Component Mechanics.


Detailed below is the system we’ve engineered to institute the necessity for material spell components with in Neverwinter Nights 2. The concept is two-fold – as all Vanican spell casters, (wizards, clerics, druids, rangers and paladins), will now require a spell focus to recover spells, (for example, spell books, ritual kits and holy symbols), and all magic users, (including the spontaneous magic users such as sorcerers, bards, favored souls, and spirit shaman), will need a consumable pouch of material components to invoke a magic spell.

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

 

Justification:
We feel the introduction of material components will improve gameplay in several important ways:

- The inclusion of material spell components will bring Neverwinter Nights 2 closer to the Dungeons and Dragons 3.5 ruleset. In our opinion, bringing the video game closer to its pen and paper roots is almost always a desirable goal.

 

- Spellbooks and material components were some of the chief balancing mechanisms used to restrain Arcane casters. Without a cost associated to casting spells, (and the vulnerability spell books), Vanican casters are “one nap away” from solving most any form of adversity. We believe adding material requirements will lessen the tendency of high level spellcasters to basically “throttle the heavens” at will. Scenario developers can also limit/target spell component pouches and spell foci, and in doing so, bring the magic user a bit closer to parity with other classes.

 

- We believe adding a few elements of resource management will improve immersion in the game. Suddenly there is a gold or time cost associated with detecting all the traps in a caster’s line of sight - or waving one’s hands and opening every locked chest in a dungeon. Maybe that lowly invisibility spell will do the same job as going ethereal – at substantially less cost. Material components reward tactical gameplay - while encouraging players to become more familiar with the various spell effects and their most cost-effective application. This helps them become more intimate with the game universe.

- We believe adding a cost to spells will enhance the value of non-spellcaster contributions. How much worth does a party rogue have when a caster can detect traps, make themselves immune to them, and then proceed to trigger them unharmed? Or when a magic user merely snaps their fingers to spring locked objects? Why bother with a fighter, when one can summon a hulking demon or towering elementals to tank the legendary beast of yore? Why… with proper spell selection, a magic user can even transform themselves into an engine of melee devastation - while still retaining ranged AoE damage and extreme puzzle solving utility. That changes when spells cost resources, as spellcasters are encouraged to intrude less upon their teammate’s roles. This enhances the worth of a rogue’s thief skills or a fighter’s durability… since they can do these things for free.

- Adding components and spell foci create an excuse for introducing a variety of non-combat enchanted items. For example, a mystic belt which summons a few pouches of spell components, (or a Boccob’s Blessed Book for that matter), has no value in the previous chapters of Neverwinter Nights 2. There’s little value in magical devices which don’t kill creatures, solve puzzles or enhance a character’s attributes. Now, with the addition of material spell components, we’ve added an entire category of highly desirable and utilitarian magical items. Part of creating an immersive game world is engineering difficulties for the player characters - and then creating wondrous and exciting ways for them to overcome the problems.

- Material components create opportunities for dramatic tension. It opens the door to several new plot twists and unique combat situations. For example,
now enemy rogues can swipe a component pouch, rendering whole levels of spell unusable in the heat of combat. Another possibility is the creation of low resource/scavenging scenarios, where the players have to carefully salvage and manage their scant belongings – saving powerful enchantments for exactly the right moment. And… just maybe… the genre-savvy evil warlord of ultimate doom might confiscate a wizard’s tomes before he locks the party up in his dungeon – just to be safe.

 

- We see the addition of material components as an opportunity to round out neglected character skills. For example, Survival has little use in the combat dominated world of Neverinwter Nights 2. However, when the ability can be used to scavenge food, drink and expensive spell components, it’s suddenly worth considering - as opposed to simply tossing a few extra ranks in tumbling, healing, use magic device, or concentration.

 

Survival Skill Component Harvesting Values:
(Number of components harvested = Survival Skill / 2, rounding fractions up).
Survival Skill 1: Level 0 Material Components
Survival Skill 2: Level 1 Material Components
Survival Skill 4: Level 2 Material Components
Survival Skill 6: Level 3 Material Components
Survival Skill 8: Level 4 Material Components
Survival Skill 12: Level 5 Material Components
Survival Skill 16: Level 6 Material Components
Survival Skill 22: Level 7 Material Components
Survival Skill 28: Level 8 Material Components
Survival Skill 33+: Level 9 Material Components

Characters with high degrees of “Survival” can harvest resources points available in most zones. The areas are interactive, and they check survival skill via a dialog tree before allowing players to extract valuables. The resources points can contain spell components, food, drink, crafting materials and other useful objects – which can both save money and potentially lives if the party is dying of thirst. Each resource point can be harvested once per visit, and they reset when the players exit and re-enter the zone.

All natural environments, (non-city), will have a place where a druid or ranger’s ritual kit can be assembled with a 20 difficulty survival check.

Required Material Components By Class:
Presented below are the required material components by spell casting class.

- Mages & Specialist Wizards: 1 Spellbook for each level to recover spells. 1 stack of consumable material components for each spell of each level.

- Clerics & Paladins: 1 Holy Symbol of proper alignment to recover spells. 1 stack of consumable material components for each spell of each level.

- Druids & Rangers: 1 Ritual Kit to recover spells. 1 stack of consumable material components for each spell of each level.

- Bards, Favored Souls, Spirit Shaman, Sorcerers: 1 stack of consumable material components for each spell of each level.

Some Examples of In-game Component Use:
Below is a few examples of the material spell components and foci in use.

Rath, a Generalist Mage, has the following:
- 3 First Level Material Component Pouches
- 2 Fourth Level Material Component Pouches
- 1 Seventh Level Material Component Pouches
- A full set of spell books, levels 0-9

With this load-out, our hero can cast 3 first level spells, 2 fourth level spells and 1 seventh level spell before he’s exhausted his supply of components. Since he has a full set of spellbooks he is free to rest and regain all of his daily spells, however, until he buys or scavenges for some material components, he won’t be able to cast anything.

Rath continues his adventures, and, after re-supplying in town, he’s carrying large stacks of spell components. However, in earlier in the day, he was briefly captured by an Ogre Magi, who took some of his spellbooks before fleeing.

Rath, a Generalist Mage, has the following:
- 20 Zero Level Material Component Pouches
- 20 First Level Material Component Pouches
- 20 Second Level Material Component Pouches
- 20 Third Level Material Component Pouches
- 20 Fourth Level Material Component Pouches
- 20 Fifth Level Material Component Pouches
- 20 Sixth Level Material Component Pouches
- 20 Seventh Level Material Component Pouches
- 20 Eighth Level Material Component Pouches
- 20 Ninth Level Material Component Pouches
- Spellbooks Levels 1-6 (7, 8 and 9 were taken by the Ogre Magi).

With this load-out, Rath can cast his full repertoire of spells and still have ample components left for later. Before dark, a lich is encountered, and the battle is desperate - our hero uses up all of his 9th, 8th, 7th, 6th and three of his 5th level spells. Because the Ogre Magi swiped his 7th, 8th and 9th level spellbooks earlier, when he rests that night, Rath won’t be able to recover his 7th, 8th, and 9th level spells. He will regain all of his missing 6th and 5th level spells however.

Mundane Material Spell Components and Foci:
Below is a list of mundane spell components, holy symbols, ritual kits and spell books, commonly available in stores and shops throughout the realms.
_______________________________________________

Material Spell Components:
Stack Size:
99
Item Tag: mca_comp_0 to mca_comp_9
Other Info: Material components are consumed upon successfully casting of a spell, deducting one from the stack.
Description: “Spell components are the requirements any arcane or divine caster must fulfill to conjure magical effects. Some components are properly spoken invocations, chants or command words. Others are complex gestures, body movements or hand motions. Finally, some spells require material objects, which are often times consumed to invoke the power of a spell. The more powerful the spell, the more powerful the material components necessary to invoke it.”

“These small pouches contain all of the necessary material components needed to cast the spells of the appropriate level. They are commonly sold by enterprising hedge-wizards throughout The Sword Coast, and characters with a high enough survival skill can harvest components in wilderness areas for free.”

Powers:
- 80% Item Weight Reduction
- Useable by: Wizard
- Useable by: Cleric
- Useable by: Druid
- Useable by: Paladin
- Useable by: Ranger
- Useable by: Sorcerer
- Useable by: Bard
- Useable by: Favored Soul
- Useable by: Spirt Shaman
Cost Per Unit:
- Level 0 Material Component Pouch; Gold Value: 10
- Level 1 Material Components Pouch; Gold Value: 20
- Level 2 Material Components Pouch; Gold Value: 30
- Level 3 Material Components Pouch; Gold Value: 40
- Level 4 Material Components Pouch; Gold Value: 50
- Level 5 Material Components Pouch; Gold Value: 60
- Level 6 Material Components Pouch; Gold Value: 80
- Level 7 Material Components Pouch; Gold Value: 100
- Level 8 Material Components Pouch; Gold Value: 140
- Level 9 Material Components Pouch; Gold Value: 180
_______________________________________________

Mage/Specalist Wizard Spellbooks:
Stack Size:
None.
Item Tag: mca_spell_wfocus_0 to mca_spell_wfocus_10
Other Info: Spellbooks are non-consumable, and required to recover Vanican spells on resting. Each tome is keyed to a specific spell level, so a level 1 book is required to recover level 1 spells, and a level 5 book is required to recover level 5 spells.
Description: “This large, leather-bound book serves as a wizard's spell reference. The tome has reinforced pewter corners and a lock securing it shut. The pages have been treated to resist water, rot and other hazards an adventuring wizard is likely to face. This particular spellbook is capable of holding more than one-hundred XXth level spells, with one spell transcribed on per page.“

“Without their spellbooks, a mage or specialist wizard will be unable to recover their spells while resting. Each tome is is keyed to a specific spell level – i.e. without a first level spellbook, a wizard cannot recover their first level spells. Because of this vulnerability, most casters take great pains to safeguard their library.“
Powers:

- 80% Item Weight Reduction
- Useable by: Wizard
- Lore +1
Cost Per Unit:
- Level 0 Spellbook; Gold Value: 100
- Level 1 Spellbook; Gold Value: 150
- Level 2 Spellbook; Gold Value: 200
- Level 3 Spellbook; Gold Value: 250
- Level 4 Spellbook; Gold Value: 300
- Level 5 Spellbook; Gold Value: 350
- Level 6 Spellbook; Gold Value: 400
- Level 7 Spellbook; Gold Value: 450
- Level 8 Spellbook; Gold Value: 500
- Level 9 Spellbook; Gold Value: 550
_______________________________________________

Holy Symbols
Stack Size: None
Item Tag: mca_spell_focus
Other Info: Holy symbols are non-consumable and required for clerics and paladins to recover their magic spells on resting. The icons come in three types – Evil, Good, and Neutral, and are only useable by casters of the proper alignment.
Description: “A holy symbol is a small medallion, icon or figurine which represents a deity's power and portfolio. They can be made of any solid material, from simple hardwoods to precious metals, with higher ranking members of the priesthood often owning expensive, ornate or even enchanted symbols.”

“Clerics and Paladin's use their holy symbol to turn undead, promote their god and as part of the religious rites in which they replenish their spells. Without their icon, it becomes impossible for these classes to recover their magic when resting. “
Powers:

(Good)
- Useable by: Paladin
- Useable by: Cleric
- Useable by: Good
- Diplomacy +1
(Neutral)
- Useable by: Paladin
- Useable by: Cleric
- Useable by: Neutral
- Bluff +1
(Evil)
- Useable by: Paladin
- Useable by: Cleric
- Useable by: Evil
- Intimidate +1
Cost Per Unit: Gold Value: 100
_______________________________________________

Ritual Kit
Stack Size: None
Item Tag: mca_spell_focus
Other Info: Ritual kits are non-consumable and required for druids and rangers to recover their magic spells on resting. In all wilderness areas, there is a resource point where a druid or ranger’s ritual kit can be assembled with a 20 difficulty survival check.
Description: “A ritual kit is a collection of various objects used by Druids and Rangers to prepare their magical spells for the day. Usually there are several small containers of pure water, a sickle, bones and various other natural charms and talisman which venerate the land or the perhaps deity the owner serves.

Without a ritual kit, Rangers and Druids are unable to restore their magic spells when resting. Characters with advanced Survival skills can scavenge a ritual kit from most wilderness areas.
Charges:
10
Powers:
- Useable by: Druids
- Useable by: Rangers
- Survival: +1
- Concentration: +1
- Cast Spell: Awaken, 1 charge per use.
Cost Per Unit: Gold Value: 75

_______________________________________________

 

Magical Material Spell Components and Foci:
Below is a list of magical versions of the spell foci and component pouches.
_______________________________________________

Ornate Holy symbol

Stack Size: None
Item Tag: mca_spell_focus
Other Info: Holy symbols are non-consumable and required for clerics and paladins to recover their magic spells on resting. The icons come in three types – Evil, Good, and Neutral, and are only useable by casters of the proper alignment.
Description:“These enchanted holy symbols enhance the power of any properly aligned cleric or paladin wielding them - improving their ability to heal wounds, influence followers, and repel undead creatures.”
Powers:
(Good)
- Useable by: Paladin
- Useable by: Cleric
- Useable by: Good
- Diplomacy +2
- Healing +2
- Bonus Feat: Extra Turning
- Bonus Feat: Ioun Stone - Charisma
(Neutral)
- Useable by: Paladin
- Useable by: Cleric
- Useable by: Neutral
- Bluff +2
- Healing +2
- Bonus Feat: Extra Turning
- Bonus Feat: Ioun Stone - Charisma
(Evil)
- Useable by: Paladin
- Useable by: Cleric
- Useable by: Evil
- Intimidate +2
- Healing +2
- Bonus Feat: Ioun Stone – Charisma
- Bonus Feat: Extra Turning
Cost Per Unit: Not available for sale.
_______________________________________________

Boccob's Blessed Book
Stack Size: None.
Item Tag: mca_spell_wfocus_10
Other Info: Spellbooks are non-consumable, and required to recover Vanican arcane spells on resting. A Boccob’s Blessed Book serves as a spell focus for all wizard spells, levels 0-9.
Description: “This well-made tome is ten inches tall, eight inches wide, and one inch thick. It is waterproof, covered in dragon-hide, and boasts a stout mithral lock, hinges, and corner protectors. Despite its diminutive size, a wizard opening this spellbook will quickly discover it has over one thousand pages, each capable of holding a single spell of any level.”

“These tomes are greatly prized by mages as traveling libraries, and most would count such an item among their most valued treasures. A wizard with such a book could discard all of their other spell tomes in favor of this one.”

Powers:
- Useable by: Wizard
- Lore +10
Cost Per Unit: Not available for sale.
_______________________________________________

Captured Level X Enemy Spellbook
Stack Size: None.
Item Tag: mca_spell_wfocus_1 to mca_spell_wfocus_9
Other Info: Captured enemy spellbooks behave like any store-bought spellbook of their level in all respects except one: They have a 1 time use unique ability that generates three random scrolls of the spellbook’s level when used – representing potential new spells the enemy caster knew that the player did not.
Description: “”This is a captured spellbook – what new and powerful magic dwells within its cover is impossible to imagine. You open the covers with great anticipation…

“Use the captured spellbook to generate several magical scrolls, which you may then scribe, sell, or use in combat. Once you’ve extracted the scrolls, the tome is in all respects a normal spellbook of its level.”
Charges:
1
Powers:
- 80% Item Weight Reduction
- Useable by: Wizard
- Lore +1
- Unique Power: Self, 1 charge per use – Summons 3 random scrolls of book’s level.
Cost Per Unit: Not available for sale, sells as a normal spellbook.
_______________________________________________

Pouch of Conjuration
Stack Size: Unlimited.
Item Tag: mca_comp_10
Other Info: Material components are consumed upon successfully casting of a spell. This pouch is unlimited in its uses and functions as a material spell component for all spells of all levels for all classes.
Description: “This astonishing pouch instantly produces any material spell component required by a caster. The value of this small bag to any magic user is indescribable - you'd best keep it well hidden, as the unscrupulous would certainly kill to possess such a treasure.“
Powers:

- Useable by: Wizard
- Useable by: Cleric
- Useable by: Druid
- Useable by: Paladin
- Useable by: Ranger
- Useable by: Sorcerer
- Useable by: Bard
- Useable by: Favored Soul
- Useable by: Spirt Shaman
Cost Per Unit: Not available for sale.
_______________________________________________

Hierophant's Ritual Kit
Stack Size: None
Item Tag: mca_spell_focus
Other Info: Ritual kits are non-consumable and required for druids and rangers to recover their magic spells on resting. In all wilderness areas, there is a resource point where a druid or ranger’s ritual kit can be assembled with a 20 difficulty survival check.
Description: “This particular Ritual Kit must have belonged to a powerful Druid - perhaps the leader of a circle or a Hierophant. Its talisman and other implements seem especially potent, as they not only enhance the potency one’s summons, but allow a caster to call forth a powerful elemental spirit to fight on their behalf.“
Powers:

- Useable by: Druids
- Useable by: Rangers
- Survival: 2
- Concentration: 2
- Cast Spell: Summon Orglash, 1x per day
Cost Per Unit: Not available for sale.
_______________________________________________

Edited by Sabranic
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Development Diary 2/25/17:

- We've been working our arse's off getting the campaign in a state we can be uploaded to a git archive in anticipation of some serious collaborative work from our code masters. The last two weeks have been focused on merging three different development branches of the campaign directory into one and testing everything to make sure it makes the transition intact. The resulting combination will be ready and rearing to go hopefully next week some time.
- On the new content front, we revisited the standard poisons - they now stack to make dirty assassins and vile blackguards more manageable.

- We've added trade bars to use as treasure - 25, 50, 100, 250, 500, 1000, 2500, and 5000 gold piece values. You'll be able to turn them in to Sa'Sani for their face value.

 

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

Edited by Sabranic
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Development Diary 2/28/17:

- We have Edario's throwing weapon quest turn-in finished up in the CK.
- We've added three Easter-egg stores to Crossroad Keep for those with the Merchant's Friend and Blessed of Waukeen history feats. The bonus stores are accessible by speaking with Startear's Golem, the Hathran Merchant and Dayne, (in the Wizard's Tower, Rashemie and Neverwinter Consulates respectively). The Golem sells various baubles and inventory trinkets from the OC, MotB, MoW, and SoZ. Additionally, Dayne offers the Special Edition and Set Equipment from the OC. Finally, the Hathran Merchant sells a single set of the MotB Pre-order bonus items.

We thought these would be a nice perk for those who've been loyal fans for years - not to mention a way to "ease any lingering resentment" for all the items likely stolen forever when Nefris stripped the Knight Captain down to their armor in MotB.

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Development Diary 2/28/17:
- Sa'Sani's, Edario and Jacoby's quest turn-ins are all working properly now. Learning to hate highly involved conversation trees.
- We've done some more polishing and updates to the character bios to reflect the story changes and new plot points:

 

One of Many:

Description: This horrifying abomination is a billowing cloud of darkness, draped in moldering burial cloth. Its ghastly glowing eyes gleam with a wicked intelligence, mostly obscured beneath a flowing veil. One of Many's only visible feature are its gnarled hands, protruding from tattered robes and terminating in vicious, hooked claws. The creature remains ethereal most of the time, materializing only to feed or when doing your bidding.

Biography: One of Many is uncountable evils in one - its consciousness composed of a multitude of murderers, lunatics, and other human detritus, all driven to insanity by imprisonment in Death God's Vault in life, (and then decades of disembodied misery in the Vault's crematorium). As such, One of Many is malice personified, and wishes to either feed on or do violence to all sentient beings - all except for you. You are the creator of this undead aberration, and so, for better or worse, it is bound to you, and you to it.

One of Many dutifully followed in your wake, relishing the ensuing destruction and chaos as you rampaged across the Unapproachable East. As it's loyalty grew, you helped the monstrosity unleash The Brute, and allowed it to consume The Sleeper while you were both imprisoned below Coveya Kurg'annis. As the monster's power grew, so did it's bond with you.

On your return voyage, you were afflicted with a powerful cursed mask, which not only disrupted your bond with One of Many, but quite nearly destroyed the creature. The malignant entity possessing the Domino Mask tried to seize control of the whirling madness that constituted "The Many" - and in ensuing struggle, One of Many's spiritual husk was nearly destroyed. Fleeing into The Plane of Shadow, the aberration was rendered little more than a flickering shadow, barely clinging to its un-life.

It took a considerable amount of time for One of Many to regenerate its torn shell, but the moment it could materialize, the creature set out to find its creator. Though the cursed mask had burned away the beast's link to The Spirit Eater, One of Many began pursuing strands of fate intersecting with his master's. Following the threads of those who had once - or one day would - cross paths with its sire, One of Many journeyed from Samarach to The Sword Coast and then across the very planes themselves.

Despite its exertions, the abomination's search was futile. Hungry, weak and alone, One of Many resigned itself to oblivion, and slowly began to fade into nothingness. However, as the void pulled the monstrosity into its cold embrace, a voice cut through the roar of The Many, like a scream piercing the chaos of a raging hurricane. A thousand voices shrieked in unison, "It is the master! The Spirit Eater has thrown off the curse! They are in danger! Their enemies come!" Clawing itself from the brink of destruction, One of Many tore through the barriers separating the planes, and charged towards the only creature it ever bonded with. The voices cried out in unison, "Soon we shall feed again... soon we shall gorge on the essence of your foes! Soon... we bask in your presence... we come for you master! Persist just a short time more! We come!"

Edited by Sabranic
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Development Diary 3/02/17:

- We have the dragon-armor quest turn-in completed. Players can bring "Prime Dragon Hide" to Edario and he will craft powerful gloves, helms, boots, armor and shields using the scales.
- We've created 35 new types of dragon armor/helms/boots/shields/gloves, each heavily resistant to the dragon's native element.
- The throwing weapon turn-in quest-line has been transferred to Jacoby.
- We've updated our icon set to include the new icons.

 

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

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Development Diary 3/08/17:

- Tying up NPC conversations.

- Testing/Bug-fixing the Throwing Weapon, Dragon Armor, Bountiful Quivers and Rhea's Kitchen Quest stores.

- Adding Jam and preserves for food items for an NPC recruitment side-quest. Yes. Jam.

- Getting the Theater "Productions" conversation sorted out.
- Continuing to optimize campaign for .git deployment.

 

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

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Development Diary 3/13/17:

- We've finished up the CK Kitchen, Rhea Corvianna's food quests, and the various "specialty" cuisine she can create.

- We built over 600 custom magical items for the Companion upgrade system.
- We set up a quest system so players can retrieve rare components for Sand, who will use them to replenish his stock of Alarm Stones.
- We created a quest line for players to slowly build themselves a flesh, clay, stone and eventually an iron golem servant with Safiya's help.

- Established a way for players to retrieve rare items and use them to upgrade an enchanted arrow quiver, bolt case and bullet pouch with Deekin's assistance.

 

_______________________________________________________________________________

 

- Area Title: CK Kitchen
- Required Characters:
None
- Points of interest: Rhea’s Shop

 

http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/cK_kitchen_3.jpg

 

Once the party has explored Granite Hold and the Underdark, they will rescue Rhea Corvianna - the self-styled “Gourmandomancer of Waterdeep.” This eccentric woman has “pioneered” a fusion of gourmet cooking, alchemy and magical enchantments. Her cuisine is not only fit for a king’s table, but imparts various magical effects when eaten. Mechanically, it can be used like normal food to rest, or it can be consumed as an item or a potion, casting a magic spell when used.

 

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

Freeing Rhea from The Kaiser's dungeons, the party will discover she's taken over the CK Kitchen, and the brash woman throws a fit over the keep's poor quality cooking ingredients. “I can only make mundane slop – barely fit for swine!” However, the party will have opportunities to collect rare ingredients as they travel, which, when brought to Rhea, will allow the enchantress to cook “The Legendary Dishes of Old Empires” – truly magical foods providing mystic effects when consumed.

 

http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/cK_kitchen_2.jpg

When speaking with her, she will offer hints on where to locate the rare ingredients. (If the players are vigilant, they will turn up many of her items before she’s even encountered). Once these objects have been recovered, Rhea will craft legendary dishes and sell them through her store.

 

http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/cK_kitchen_1.jpg

 

Illefarn Travel Rations
Magical Effect: 80% Weight Reduction
Ingredient: None
Ingredient Location: None, default food.
Stack Size: 100

These sweet, flakey pastries remain fresh for months. Amazingly, only a few mouthfuls of will sustain a grown adult for a day of hard travel.
Note:
These rations are Rhea’s default merchandise, and no legendary ingredients are necessary to purchase them. They are superior to mundane food, as they stack in groups of 100 instead of ten, and have reduced weight.

 

Luiric Caviar
Magical Effect: Casts Rejuvenation Cocoon
Ingredient: Sturgeon eggs
Ingredient Location: Unicorn Run, 35 Survival to discover.
Stack Size: 10

Salt cured Sturgeon eggs, served chilled in a small dish.

 

Halruaan Filet Mignon
Magical Effect: Casts Greater Stoneskin
Ingredient: Halruaan Beef
Ingredient Location: Granite Hold West Tower, Floor 2.
Stack Size: 10

Especially tender cuts of the tenderloin marinated in a sweet sauce and wrapped in maple cured bacon.

 

Mulhorandi Prosciutto
Magical Effect: Casts Greater Spell Mantle
Ingredient: Wild Boar Meat
Ingredient Location: Awarded after killing Sorachi in The Lost Peaks
Stack Size: 10

This slices of dry-cured ham that is dusted with sea-salt, rolled in exotic spices and then carefully pressed for many weeks.

 

Imaskari Foie Gras
Magical Effect: Casts Ethereal Visage
Ingredient: Snowdonia Hawkweed
Ingredient Location: Mirabar Tundra, 35 Survival to discover.
Stack Size: 10

A pan seared goose liver, marinated in an herb sauce and served over a bead of spinach.

 

Lantanna Escargot
Magical Effect: Casts Elemental Shield
Ingredient: A Jar of Lantan Snails
Ingredient Location: CK Crafting Center – Listen to Jan Jansen’s entire story.
Stack Size: 10

Large snails, slowly sautéed in butter and a multitude of exotic spices.

Wa Karasumi
Magical Effect: Casts Greater Visage of the Deity
Ingredient: Mullet Roe
Ingredient Location: For sale at the Tavern in Daggerford.
Stack Size: 10

A the meat from a mullet roe is spiced and salted and carefully dried in the sun to create a chewy delicacy.

 

Netherese Black Truffle Soufflé
Magical Effect: Casts Shadowshield
Ingredient: Black Truffles
Ingredient Location: Host Tower Sewer, under a beam of sunlight in the SE corner.
Stack Size: 10
Quail egg soufflé drizzled with a black truffle cream sauce.

 

Chessentan Green Turtle Soup
Magical Effect: Casts Tortiose Shell
Ingredient: Pouch of Saffron
Ingredient Location: Red Cliffs Area, requires 35 survival to discover.
Stack Size: 10

A savory broth with a hint of saffron, fresh parsley and delicate cuts of green turtle, boiled to perfection.

 

Delzoun Marzipan
Magical Effect: Protection from Spells
Ingredient: Jar of Preserved Golden Honey
Ingredient Location: Illefarn Artificer’s Ruins
Stack Size: 10

A small sweet confection, shaped into delicate flowers, made from sugar, honey and almond paste.

Coramshan Champagne
Magical Effect: Completely Restores the Drinker's Hydration
Ingredient: Crate of Coramshan Grapes
Ingredient Location: Purchasable from a shop in Mirabar.
Stack Size: 10

A carbonated sparkling wine made from plump black grapes. It has a decidedly sweet flavor and its bubbles tickle the nose while drinking it.

Shou Curry
Magical Effect: Casts Battletide
Ingredient: Pouch of Shou Curry
Ingredient Location: The Whalebones – Pirate’s Lair, Steal from Captain Blessed.
Stack Size: 10

A rich, yet mild curry, served with beef, star anise and dusted with cinnamon.

 

http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/cK_kitchen_4.jpg

STORY
POINT - The Truth of the Matter:

Rhea was an integral part of The Kaiser’s plot to take over Neverwinter. He abducted the enchantress from Waterdeep, and was forcing her to manufacture a mystic seasoning which is simultaneously rendering Nasher highly susceptible to suggestion and leeching away his vigor. The concoction is nigh-undetectable and highly resistant to priestly magic, allowing the evil warlord to effectively usurp control of the city and slowly kill off its ruler. To outside observers, Nasher simply appears to be growing confused and feeble due to advancing age..

While Rhea cannot craft an antidote, (only time and rest will heal her potent malady), freeing her will effectively end The Kaiser’s access to her poison, throwing a wrench in his plot to take over Neverwinter with an air of legitimacy. Once she's established herself at Crossroad Keep, she will provide aid at various points in the campaign - mostly to avenge her captivity in Granite Hold. Brash, proud and spiteful to a fault, if there is one thing Rhea knows how to do it's hold a GRUDGE - and she has a very large score to settle with the man who held her prisoner.

Edited by Sabranic
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Development Diary 3/17/17:

- We have added normal, +1, +2, +3, +4, +5, Cold Iron, Mithral, Adamantine, Alchemical Silver and Darksteel Wakazashi to the exotic weapons merchant.

- We've created a new Epic Wakazashi to be discovered as players advance through the campaign.
- We've added new quest Wakizashi for Terukawa to potentially earn from the Dragon Emperor Hayate towards the end of the adventure.
- We created new icons for the Wakizashi, trying to match the aesthetic of the existing Katanas.
- We're continuing to work on the Companion Item Upgrade Quest dialog. Suffice to say this will probably be the longest dialog ever created for a NWN2 module. (No exaggeration).

 

http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/wakizashi_1.jpg

 

http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/wakizashi_2.jpg

Edited by Sabranic
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