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Mordenkainen's Magnificent Mansion Module/Campaign Add-on


Sabranic

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Mordenkainen's Magnificent Mansion Module/Campaign Add-on
Created by: Sabranic, Injate, Clangeddin86, Kaldor Silverwand, Tchos, & _Knightmare_
Version: 1.0
Last Updated: 3/1/16

File Location: https://www.dropbox.com/s/ptwwx8utjc70mzs/Mordenkainens_Magnificent_Mansion.zip?dl=0

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Installation Instructions:
Requires: NWN 2 OC, MotB, SoZ

1. Unzip the Mordenkainens_Magnificent_Mansion.zip file
2. Open the C:\Documents and Settings\Owner\My Documents\Neverwinter Nights 2\modules directory.
3. Place the Mordenkainens_Magnificent_Mansion.mod file in the modules directory.
4. Start the NWN 2 application and select "New Game" and then "New Module."
5. You should see Mordenkainens_Magnificent_Mansion available. Select it to enter the pocket villa.

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Implemented Features:
- Layout Complete.
- Every usable object given a through description to explain purpose.
- Eating at the table temporarily buffs stats.
- Resting on the bed recovers spells and health.
- NPC Vendor to sell/buy from.
- All crafting benches.
- Scores of storage containers.
- Working Kegs.
- SoZ Party Creator (Passenger Manifest)
- Traditional Companion Party Organizer
- Functional Charged Recall Stone for teleporting back into the mansion.
- Working portal to numerous locations.
- Example Ward stones to enable teleporting to various areas.
- Doors automated to close after using.

- All important objects set to "plot."

The intent here is to create a magical retreat which might be summoned a limited number of times - granting players time to rest and regroup when things go south. It's currently accessed by a magical token with a limited number of charges, but better programmers than I could actually re-create the spell and thus give users access to their very own ethereal pocket villa. I left in the teleporter and runestones for anyone who'd enjoy using the mansion as a "waypoint" in their modules/campaigns.

I have stripped the Magnificent Mansion out as a stand alone module to make it easy to integrate into other people's projects. Included are all the items, scripts and conversation that make it work. This was a collaborative effort and anyone is free to use any part of this module in any way they'd find useful.

 

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Screen Shots:

 

http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/mansion1.jpg

 

http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/mansion2.jpg

 

http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/mansion3.jpg

 

http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/mansion4.jpg

 

http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/mansion5.jpg

 

http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/mansion6.jpg

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Player's Handbook Spell Description:
Mordenkainen's Magnificent Mansion
(Alteration, Conjuration)
Range: 10 yds.
Components: V, S, M
Duration: 1 hr./level
Casting Time: 7 rds.
Area of Effect: 300 sq. ft./level
Saving Throw: None

By means of this spell, the wizard conjures up an extradimensional dwelling, entrance
to which can be gained only at a single point of space on the plane from which the spell
was cast. From the entry point, those creatures observing the area see only a faint
shimmering in the air, in an area 4 feet wide and 8 feet high. The caster of the spell
controls entry to the mansion, and the portal is shut and made invisible behind him when
he enters. He may open it again from his own side at will. Once observers have passed
beyond the entrance, they behold a magnificent foyer and numerous chambers beyond.
The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to
as many dozens of people as the spellcaster has levels of experience. There is a staff of
near-transparent servants, liveried and obedient, to wait upon all who enter. The
atmosphere is clean, fresh, and warm.

Since the place can be entered only through its special portal, outside conditions do not
affect the mansion, nor do conditions inside it pass to the plane beyond. Rest and
relaxation within the place is normal, but the food is not. It seems excellent and quite
filling as long as one is within the place. Once outside, however, its effects disappear
immediately, and if those resting have not eaten real food within a reasonable time span,
ravenous hunger strikes. Failure to eat normal food immediately results in the onset of
fatigue or starvation penalties as decided by the DM.
The material components of this spell are a miniature portal carved from ivory, a small
piece of polished marble, and a tiny silver spoon. These are utterly destroyed when the
spell is cast.

 

(It is worth mentioning that this spell has been used in conjunction with a normal
portal, as well as with illusion magic. There is evidence that the design and interior of the
space created can be altered to suit the caster's wishes.)

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