Crichton
Prophet
- Joined
- Jul 7, 2004
- Messages
- 1,211
Like a couple other posters here, I have an irresistible urge to toward modding, (disclaimer: the vast majority of my works have never been completed) and I've been playing around with the Iceblink toolset for a while. To teach myself how to use it, I've been working on something I've been interested in for a while now, a module paying tribute to the original conception of the Neverwinter Nights Official Campaign in the Iceblink 2 engine. The genesis of this project is really twofold,
1) I read this old NWN design document (http://www.rpgcodex.net/forums/inde...-cut-possibly-due-to-publisher-meddling.74097) and I was struck by the potential there that was obviously not realized by the NWN OC.
2) I’m optimistic that the Iceblink project will allow for user creation of RPG modules on the scale of Neverwinter Nights but with full-party control, essentially a modern-day Unlimited Adventures.
To these ends, I’m slowly creating a sort-of alternative NWN OC using the plot from that leaked outline but making up the details as I go along. This demo is the prelude, equivalent to the academy section of the NWN OC. I’m releasing it as a demo to get feedback on what people think of the race/class concepts and encounter design but I’m also hoping to interest others in building using IB2 and I’m hoping that the content I’m creating for CotWD can be a template for other builders.
I have finally released the prelude as a demo on NWvault:
https://neverwintervault.org/project/iceblink/module/curse-wailing-death-prelude
I think the potential for incline here is great; we're taking a good plot concept that was completely mis-implemented and taking it from the worst RPG engine ever conceived to something pretty serviceable. It took me a while to figure out how to put the various pieces together but creating a starter dungeon has taught me enough about how the toolset works that I feel confident about starting work on the campaign proper. I would appreciate any feedback as I slowly build up the NW city core in preparation for Chapter 1.
Setting:
The setting is roughly like that of Forgotten Realms but I’ve made some slight alterations to clean things up a bit. Most of what you remember about Forgotten Realms is accurate but importantly for this campaign, the gods of Toril, if they exist, do not communicate with their followers. Priests and Templars draw magical power from the movement of the stars, but it has nothing to do with the gods per se, as evidenced by witches who use the same magic without the religious component (i.e. the fact that a man casts spells while holding the holy symbol of a generally good god does not mean that he’s a good person or even that he is sincere in his worship of that god). Similarly, there are no “Know Alignment” or “Read Mind” spells so people still have to decide who to trust the old-fashioned way.
The Ruleset:
The rules are not exactly any particular edition of Dungeons and Dragons but rather like Shadowrun: Returns, it sort of suggests a blend of 2nd edition and 3.5. There are eight races and eight classes, detailed below and in general they work the way you would expect. However all classes have some form of spell-casting. You create up to six characters when you start the game but there are also six NPCs available to make up your party should you so desire.
Known Bugs:
I’ve tested the prelude with IB2 beta 21 and the only obvious bug is that spells like Bless or Song of Courage which are intended only to affect allies within a certain area affect enemies as well. There are also no immunities implemented in this version so zombies are still vulnerable to fear. Both of these issues were resolved in later unreleased versions of IB2 but an issue with spell effects on-hit was introduced. Sometimes containers display "Equip Selected" instead of "Take All" but it's purely cosmetic. Hopefully a new release will clean all this up soon.
Installation Instructions:
Unzip the archive into your IB2 modules folder, create up to six characters and do your part to end the plague in Neverwinter.
Edit: Races and Classes (also available in the pdf contained in the module folder)
Races:
Classes:
1) I read this old NWN design document (http://www.rpgcodex.net/forums/inde...-cut-possibly-due-to-publisher-meddling.74097) and I was struck by the potential there that was obviously not realized by the NWN OC.
2) I’m optimistic that the Iceblink project will allow for user creation of RPG modules on the scale of Neverwinter Nights but with full-party control, essentially a modern-day Unlimited Adventures.
To these ends, I’m slowly creating a sort-of alternative NWN OC using the plot from that leaked outline but making up the details as I go along. This demo is the prelude, equivalent to the academy section of the NWN OC. I’m releasing it as a demo to get feedback on what people think of the race/class concepts and encounter design but I’m also hoping to interest others in building using IB2 and I’m hoping that the content I’m creating for CotWD can be a template for other builders.
I have finally released the prelude as a demo on NWvault:
https://neverwintervault.org/project/iceblink/module/curse-wailing-death-prelude
I think the potential for incline here is great; we're taking a good plot concept that was completely mis-implemented and taking it from the worst RPG engine ever conceived to something pretty serviceable. It took me a while to figure out how to put the various pieces together but creating a starter dungeon has taught me enough about how the toolset works that I feel confident about starting work on the campaign proper. I would appreciate any feedback as I slowly build up the NW city core in preparation for Chapter 1.
Setting:
The setting is roughly like that of Forgotten Realms but I’ve made some slight alterations to clean things up a bit. Most of what you remember about Forgotten Realms is accurate but importantly for this campaign, the gods of Toril, if they exist, do not communicate with their followers. Priests and Templars draw magical power from the movement of the stars, but it has nothing to do with the gods per se, as evidenced by witches who use the same magic without the religious component (i.e. the fact that a man casts spells while holding the holy symbol of a generally good god does not mean that he’s a good person or even that he is sincere in his worship of that god). Similarly, there are no “Know Alignment” or “Read Mind” spells so people still have to decide who to trust the old-fashioned way.
The Ruleset:
The rules are not exactly any particular edition of Dungeons and Dragons but rather like Shadowrun: Returns, it sort of suggests a blend of 2nd edition and 3.5. There are eight races and eight classes, detailed below and in general they work the way you would expect. However all classes have some form of spell-casting. You create up to six characters when you start the game but there are also six NPCs available to make up your party should you so desire.
Known Bugs:
I’ve tested the prelude with IB2 beta 21 and the only obvious bug is that spells like Bless or Song of Courage which are intended only to affect allies within a certain area affect enemies as well. There are also no immunities implemented in this version so zombies are still vulnerable to fear. Both of these issues were resolved in later unreleased versions of IB2 but an issue with spell effects on-hit was introduced. Sometimes containers display "Equip Selected" instead of "Take All" but it's purely cosmetic. Hopefully a new release will clean all this up soon.
Installation Instructions:
Unzip the archive into your IB2 modules folder, create up to six characters and do your part to end the plague in Neverwinter.
Edit: Races and Classes (also available in the pdf contained in the module folder)
Races:
Illuskan
Illuskans make up the majority of the civilized population in the north of Faerun. They are hardy folk, not afraid to take risks, travel, or settle new lands, and are always looking to better themselves and their families monetarily. Although Illuskans make skilled mercenaries and cunning rogues, Illuskan culture has not encouraged study of the Art. Notable exceptions exist, particularly in the study of the Art among the Netherese-influenced Illuskan cultures that lie north and west of the Inner Sea.
Abilities: No bonuses or penalties.
Move Speed: 5 Squares.
Uthgardt
The Uthgardt originally consisted of Northman raiders from Ruathym, Netherese Runlathan refugees, and various others who swore fealty to Uthgar Gardolfsson. They became the Uthgardt after their leader's death from wounds suffered in battle with Gurt, lord of the pale giants, in 123 DR. Individuals took up worship of the thirteen beast spirits that Uthgar had claimed to have tamed, and formed into tribes along this religious divide. The Uthgardt regard most southerners as weak and decadent, two much-despised traits. They are a people who greatly prize strength but generally care little for formal education.
Abilities: +2 Strength, -2 Intelligence.
Move Speed: 5 Squares.
Mountain Dwarf
Legends among the mountain dwarves say that they were forged in the center of Toril by the smith god, Gond, whom they call Moradin, the all-father. And that they fought their way to the surface, overcoming many dangers. They are certainly as unyielding as stone and scarcely more nimble. They are well-renowned as miners and craftsmen and equally famous for their martial traditions and unwillingness to forget past wrongs.
Abilities: +2 Constitution, -2 Dexterity, +20% magic resistance, +20% poison resistance.
Move Speed: 4 Squares.
Stonecunning: Dwarven characters have a chance to spot unusual stonework.
Gray Dwarf
The grey dwarves are the dwarven clans which have never made their home above ground. Long sundered from their surface kin, they have few dealings with outsiders. As one might expect for a race which rarely sees the stars, grey dwarves generally have little regard for religion or celestial magic. The few priests among them worship the outcast, who they call Laduguer. Their name stems from the fact that they tend to have pale skin, often with a greyish hue, unlike their more colorful cousins the mountain dwarves, who they say have interbred with humans.
Abilities: +2 Constitution, -2 Charisma, +20% magic resistance, +20% poison resistance.
Move Speed: 4 Squares.
Stonecunning: Dwarven characters have a chance to spot unusual stonework.
Sea Elf
The sea elves came to Faerun long ago, sailing from islands far to the West. They are a haughty people, fair to look upon and skilled in the arts. Though perhaps less hardy than the races of men, sea elves are both more nimble and resistant to magic.
Abilities: +2 Dexterity, -2 Constitution, +20% magic resistance.
Move Speed: 6 Squares.
Wood Elf
The wood elves, or green elves, are descended from a lost colony of sea elves which interbred with tribes of savage men, forming a new race in the woodlands of Faerun. Distrustful of civilization, they are skilled in hunting, tracking and woodcraft. The blood of men has made them hardier than their sea elf cousins, but their isolation has also made them somewhat rash.
Abilities: +2 Dexterity, -2 Wisdom, +20% magic resistance.
Move Speed: 6 Squares.
Woodcraft: Wood elf characters have a chance to spot anything unusual in woodland areas.
Half Elf
Half-elves are descended from the union of elves and men. Unwelcome in elven society, they make their home among men, where they are valued for their comeliness and grace, but still distrusted by many. It is no surprise then that no small number become wanderers.
Abilities: +20% Magic resistance.
Move Speed: 6 Squares.
Half Orc
Descended from orcs and men, half-orcs often feel at home among neither. Some are nearly as ugly as their orcish parent while others can pass for human. However, despite the prejudice they face among civilized men, their keen senses, a legacy of their orcish blood, make them prized as hunters and thief-takers. With every man's hand against them, many half-orcs choose the life of an adventurer.
Abilities: -2 Charisma.
Move Speed: 5 Squares.
Scent: Orcs are carnivores and possessed of a very keen sense of smell. Orcs and half-orcs have a chance to notice any usual odors when adventuring.
Illuskans make up the majority of the civilized population in the north of Faerun. They are hardy folk, not afraid to take risks, travel, or settle new lands, and are always looking to better themselves and their families monetarily. Although Illuskans make skilled mercenaries and cunning rogues, Illuskan culture has not encouraged study of the Art. Notable exceptions exist, particularly in the study of the Art among the Netherese-influenced Illuskan cultures that lie north and west of the Inner Sea.
Abilities: No bonuses or penalties.
Move Speed: 5 Squares.
Uthgardt
The Uthgardt originally consisted of Northman raiders from Ruathym, Netherese Runlathan refugees, and various others who swore fealty to Uthgar Gardolfsson. They became the Uthgardt after their leader's death from wounds suffered in battle with Gurt, lord of the pale giants, in 123 DR. Individuals took up worship of the thirteen beast spirits that Uthgar had claimed to have tamed, and formed into tribes along this religious divide. The Uthgardt regard most southerners as weak and decadent, two much-despised traits. They are a people who greatly prize strength but generally care little for formal education.
Abilities: +2 Strength, -2 Intelligence.
Move Speed: 5 Squares.
Mountain Dwarf
Legends among the mountain dwarves say that they were forged in the center of Toril by the smith god, Gond, whom they call Moradin, the all-father. And that they fought their way to the surface, overcoming many dangers. They are certainly as unyielding as stone and scarcely more nimble. They are well-renowned as miners and craftsmen and equally famous for their martial traditions and unwillingness to forget past wrongs.
Abilities: +2 Constitution, -2 Dexterity, +20% magic resistance, +20% poison resistance.
Move Speed: 4 Squares.
Stonecunning: Dwarven characters have a chance to spot unusual stonework.
Gray Dwarf
The grey dwarves are the dwarven clans which have never made their home above ground. Long sundered from their surface kin, they have few dealings with outsiders. As one might expect for a race which rarely sees the stars, grey dwarves generally have little regard for religion or celestial magic. The few priests among them worship the outcast, who they call Laduguer. Their name stems from the fact that they tend to have pale skin, often with a greyish hue, unlike their more colorful cousins the mountain dwarves, who they say have interbred with humans.
Abilities: +2 Constitution, -2 Charisma, +20% magic resistance, +20% poison resistance.
Move Speed: 4 Squares.
Stonecunning: Dwarven characters have a chance to spot unusual stonework.
Sea Elf
The sea elves came to Faerun long ago, sailing from islands far to the West. They are a haughty people, fair to look upon and skilled in the arts. Though perhaps less hardy than the races of men, sea elves are both more nimble and resistant to magic.
Abilities: +2 Dexterity, -2 Constitution, +20% magic resistance.
Move Speed: 6 Squares.
Wood Elf
The wood elves, or green elves, are descended from a lost colony of sea elves which interbred with tribes of savage men, forming a new race in the woodlands of Faerun. Distrustful of civilization, they are skilled in hunting, tracking and woodcraft. The blood of men has made them hardier than their sea elf cousins, but their isolation has also made them somewhat rash.
Abilities: +2 Dexterity, -2 Wisdom, +20% magic resistance.
Move Speed: 6 Squares.
Woodcraft: Wood elf characters have a chance to spot anything unusual in woodland areas.
Half Elf
Half-elves are descended from the union of elves and men. Unwelcome in elven society, they make their home among men, where they are valued for their comeliness and grace, but still distrusted by many. It is no surprise then that no small number become wanderers.
Abilities: +20% Magic resistance.
Move Speed: 6 Squares.
Half Orc
Descended from orcs and men, half-orcs often feel at home among neither. Some are nearly as ugly as their orcish parent while others can pass for human. However, despite the prejudice they face among civilized men, their keen senses, a legacy of their orcish blood, make them prized as hunters and thief-takers. With every man's hand against them, many half-orcs choose the life of an adventurer.
Abilities: -2 Charisma.
Move Speed: 5 Squares.
Scent: Orcs are carnivores and possessed of a very keen sense of smell. Orcs and half-orcs have a chance to notice any usual odors when adventuring.
Classes:
Warrior
Warriors are members of the ancient orders of fighting men scattered throughout Toril. They train unceasingly so the next war will find them ready and learn the stories of the men of great deeds who came before them. Through ancient chants, they call on the spirits of their ancestors to turn the tide of battle. They are familiar with all of the arms and armor of Faerun.
Hit Points: 25 + 5/level.
Stamina Points: 10 + 2/level.
Superior Saving Throws: Fortitude, Reflex, Will.
Basic Attack Bonus (BAB) Progression: High.
Traits: Armorer, Cleave.
Bard
Bards are the storytellers and lorekeepers in the courts of Toril. They travel the ruins of the ancient world to seek out forgotten lore and accompany their lords into battle to record their great deeds in songs and chants. By reciting the deeds of long-forgotten heroes, they can call upon the power of their spirits to aid their companions or frighten their enemies. They shun the heaviest weapons and armors, preferring to remain unencumbered.
Hit Points: 20 + 4/level.
Stamina Points: 15 + 3/level.
Superior Saving Throws: None.
Basic Attack Bonus (BAB) Progression: Low.
Traits: Lore, Deception.
Priest
The people of Toril believe that their gods look down on them from above and their priests observe the heavens and draw magical power from celestial bodies. Though they are prohibited from spilling blood, conflicts between the cults of the gods are often violent and priests are trained both in the use blunt weapons and all but the heaviest armor.
Hit Points: 20 + 4/level.
Stamina Points: 20 + 4/level.
Superior Saving Throws: Will.
Basic Attack Bonus (BAB) Progression: Low.
Traits: Astrology, Lore.
Templar
Templars are the militant arm of the churches of Toril. They are trained not only as the guardians of their respective temples but as witch hunters and inquisitors, seeking enemies of the divine order. They are trained in the use of all types of armor and melee weapons but shun the use of missiles.
Hit Points: 25 + 5/level.
Stamina Points: 10 + 2/level.
Superior Saving Throws: Will and Fortitude.
Basic Attack Bonus (BAB) Progression: High.
Traits: Interrogation, Astrology.
Wizard
Wizards are powerful magicians who have learned to manipulate the world around them through careful study of the ancient runes of power and the true names of otherworldly creatures. They are unable to wear armor and use only the simplest weapons but have the deepest reserves of magic and their spells have the most varied and potent effects.
Hit Points: 15 + 3/level.
Stamina Points: 30 + 6/level.
Superior Saving Throws: None.
Basic Attack Bonus (BAB) Progression: Low.
Traits: Ancient Runes, Alchemy.
Thief
Thieves are masters of stealth and deception. Initiated into a secret order, they are trained not only in moving unseen and dispatching foes quickly, but in the shadow runes which can only be read by moonlight. Using these dark magics, they cloak themselves in darkness and cloud the minds of their foes. They are trained in the use of light armor and a variety of concealable weapons.
Hit Points: 15 + 3/level.
Stamina Points: 20 + 4/level.
Superior Saving Throws: Reflex.
Basic Attack Bonus (BAB) Progression: Low.
Traits: Stealth, Sneak Attack.
Shaman
Shaman are the intermediaries between the mortal world and the spirit world. They can speak to the spirits of the rocks and the trees, calling on them for aid and hidden knowledge and are known by many names, druid to the elves, geomancer to the dwarves, hierophant among civilized men. Because of their strong connection to the natural world, shaman are found more often in the wilderness than among civilized folk. They armor themselves with the hides of beasts and make use of a few simple weapons.
Hit Points: 20 + 4/level.
Stamina Points: 20 + 4/level.
Superior Saving Throws: Fortitude.
Basic Attack Bonus (BAB) Progression: Low.
Traits: Herbalism, Second Sight.
Ranger
Rangers are men more accustomed to the solitude of trackless places than the company of others. More common among the barbarian tribes, they are often excellent hunters, of beasts or of men. They speak the tongues of animals and through ancient signs, may summon their spirits or draw their aspects onto themselves. They are familiar with the use of many weapons but do not burden themselves with heavy armor.
Hit Points: 25 + 5/level.
Stamina Points: 10 + 2/level.
Superior Saving Throws: Reflex and Fortitude.
Basic Attack Bonus (BAB) Progression: High.
Traits: Track, Evasion.
Warriors are members of the ancient orders of fighting men scattered throughout Toril. They train unceasingly so the next war will find them ready and learn the stories of the men of great deeds who came before them. Through ancient chants, they call on the spirits of their ancestors to turn the tide of battle. They are familiar with all of the arms and armor of Faerun.
Hit Points: 25 + 5/level.
Stamina Points: 10 + 2/level.
Superior Saving Throws: Fortitude, Reflex, Will.
Basic Attack Bonus (BAB) Progression: High.
Traits: Armorer, Cleave.
Bard
Bards are the storytellers and lorekeepers in the courts of Toril. They travel the ruins of the ancient world to seek out forgotten lore and accompany their lords into battle to record their great deeds in songs and chants. By reciting the deeds of long-forgotten heroes, they can call upon the power of their spirits to aid their companions or frighten their enemies. They shun the heaviest weapons and armors, preferring to remain unencumbered.
Hit Points: 20 + 4/level.
Stamina Points: 15 + 3/level.
Superior Saving Throws: None.
Basic Attack Bonus (BAB) Progression: Low.
Traits: Lore, Deception.
Priest
The people of Toril believe that their gods look down on them from above and their priests observe the heavens and draw magical power from celestial bodies. Though they are prohibited from spilling blood, conflicts between the cults of the gods are often violent and priests are trained both in the use blunt weapons and all but the heaviest armor.
Hit Points: 20 + 4/level.
Stamina Points: 20 + 4/level.
Superior Saving Throws: Will.
Basic Attack Bonus (BAB) Progression: Low.
Traits: Astrology, Lore.
Templar
Templars are the militant arm of the churches of Toril. They are trained not only as the guardians of their respective temples but as witch hunters and inquisitors, seeking enemies of the divine order. They are trained in the use of all types of armor and melee weapons but shun the use of missiles.
Hit Points: 25 + 5/level.
Stamina Points: 10 + 2/level.
Superior Saving Throws: Will and Fortitude.
Basic Attack Bonus (BAB) Progression: High.
Traits: Interrogation, Astrology.
Wizard
Wizards are powerful magicians who have learned to manipulate the world around them through careful study of the ancient runes of power and the true names of otherworldly creatures. They are unable to wear armor and use only the simplest weapons but have the deepest reserves of magic and their spells have the most varied and potent effects.
Hit Points: 15 + 3/level.
Stamina Points: 30 + 6/level.
Superior Saving Throws: None.
Basic Attack Bonus (BAB) Progression: Low.
Traits: Ancient Runes, Alchemy.
Thief
Thieves are masters of stealth and deception. Initiated into a secret order, they are trained not only in moving unseen and dispatching foes quickly, but in the shadow runes which can only be read by moonlight. Using these dark magics, they cloak themselves in darkness and cloud the minds of their foes. They are trained in the use of light armor and a variety of concealable weapons.
Hit Points: 15 + 3/level.
Stamina Points: 20 + 4/level.
Superior Saving Throws: Reflex.
Basic Attack Bonus (BAB) Progression: Low.
Traits: Stealth, Sneak Attack.
Shaman
Shaman are the intermediaries between the mortal world and the spirit world. They can speak to the spirits of the rocks and the trees, calling on them for aid and hidden knowledge and are known by many names, druid to the elves, geomancer to the dwarves, hierophant among civilized men. Because of their strong connection to the natural world, shaman are found more often in the wilderness than among civilized folk. They armor themselves with the hides of beasts and make use of a few simple weapons.
Hit Points: 20 + 4/level.
Stamina Points: 20 + 4/level.
Superior Saving Throws: Fortitude.
Basic Attack Bonus (BAB) Progression: Low.
Traits: Herbalism, Second Sight.
Ranger
Rangers are men more accustomed to the solitude of trackless places than the company of others. More common among the barbarian tribes, they are often excellent hunters, of beasts or of men. They speak the tongues of animals and through ancient signs, may summon their spirits or draw their aspects onto themselves. They are familiar with the use of many weapons but do not burden themselves with heavy armor.
Hit Points: 25 + 5/level.
Stamina Points: 10 + 2/level.
Superior Saving Throws: Reflex and Fortitude.
Basic Attack Bonus (BAB) Progression: High.
Traits: Track, Evasion.
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