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#1 |
Ironworks Webmaster
Join Date: January 4, 2001
Location: Lakeland, Florida
Age: 52
Posts: 11,729
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Since I love to hear peoples ideas, and it really helps make the Mod a LOT better, as other people see things differently, and from a different point of view, it can really help me out, and one of you guys might have a kick-ass idea that would really add to the Mod!
![]() Let'er rip! |
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#2 |
Ma'at - Goddess of Truth & Justice
![]() Join Date: October 18, 2003
Location: Oslo, Norway.
Age: 62
Posts: 3,360
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It would be cool if you added some cool notes around the place with IW thingys in them like a note like this or something "Cloudbringer was here and killed the Drow King" and so on cool things that have someting to do with IW, maybe a IW unique sword and so on that would be cool i think! [img]smile.gif[/img]
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#3 |
Ma'at - Goddess of Truth & Justice
![]() Join Date: November 15, 2001
Location: Asheville, NC
Posts: 3,253
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Here's my list of additions or revisions that I would like to see:
a) More plot lines b) fewer NPC's in the Tavern - it's VERY laggy c) shorten the length of the corridors to Khelben's and Mirt's places d) Don't hide those gelatinous cubes away!! lol e) More secret doors, puzzles and hidden areas f) add an ancient dwarven fortress / complex That's all I can think of for now ... [img]smile.gif[/img]
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“Every tavern’s an opportunity, I say.” |
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#4 |
Zhentarim Guard
![]() Join Date: January 25, 2004
Location: San Diego
Age: 53
Posts: 345
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some quick ideas...
a) bring on the prismatic dragon!! b)a random sign or something saying ' uber munchkins suck ' 3) I like the dwarven fortress idea, mabey as part of a quest something has to be done inside it. d) an area with REAL beholders! (I had a friend draw out a graph of a beholder, ranges and attack distances of each eye stalk, made me cringe) 5)since the further down you go, the closer you are getting tot he underdark, mabe some unerdark tilesets, or uber spiders, perhaps a shadow dragon... thats about it for now... ill add more if i think of them
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The voices in my head dont talk to me anymore... Now they Instant Message me |
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#5 |
Elite Waterdeep Guard
![]() Join Date: November 11, 2003
Location: scotland
Age: 51
Posts: 18
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hmmmm,
yeah, the dwarven fortress idea sounds cool, what else.... More secret doors/levels Some branching areas off the upper levels like the ones in L11 would be cool Some more quests (handy for all those high-level chars currently getting 12-60 xp a kill no matter how hard (I hope bioware fix that soon...)) I'd say a smith but I know that's already in the plan..... s'all I can think of for now... cheers Rory |
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#6 |
Guest
Posts: n/a
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You could throw in a couple of these dictionaries in Book Format:
http://www.mindspring.com/~sylverion/nwn/dicttop.htm http://www.delving.com/addword.html http://www.mirroruniverse.com/dnd/ctoeetoc.html http://www.shadowclan.org/catskills/language.htm Or, ya know, you could thorw in some more Duergar Creatures like Berserkers. |
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#7 |
Ironworks Moderator
![]() Join Date: March 1, 2001
Location: Midlands, South Carolina
Age: 49
Posts: 14,759
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I like most of the ideas represented here, especially more hidden passages. I would like to back that one up, because it would be great if all these portals led to various places in the Undermountain.
I also like the Shadow dragon idea. I have been watching for him, hoping to see what would be the most fascinating encounter yet, IMO. I would also mention that I feel that the lower I go, the scarier it would become...especially if we hit a vein into the underdark. The deeper the hole, the uglier the monster. |
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#8 |
Ma'at - Goddess of Truth & Justice
![]() Join Date: November 15, 2001
Location: Asheville, NC
Posts: 3,253
|
Okay, I got carried with this, but here is one way the dwarven complex could evolve -
Expanding on the ancient dwarven fortress/city idea: Setting: A dwarven fortress city, where dwarves and elves worked side by side long ago to craft magical items of incredible power. The city was abandoned long ago for reasons now lost to time and has fallen into ruin. Interior Details: The fortress is a multi-level complex consisting of numerous chambers, some still in excellent condition. The main chambers are the great hall, throne room, temples to Moradin and Clangeddin, the forges and workshops, the mines (both metal and gem), an elven library, and a spiral tower complex that opens onto a mountain top providing a brief yet welcome view of the outside. The mountain top is encased by a magical force shell that prevents anyone from teleporting onto or off of the mountain top. Various chambers and tunnels are protected by myriad of dwarven traps, both magical and mechanical (falling blocks, whirling blades, poisoned bolts out of the walls, fireball and lightening bolt traps, illusionary floors opening into acid pools), dead magic zones, etc. The entire complex is overrun with wandering monsters of various forms including gellantinous cubes, trolls, the odd basilisk, etc. Basic Plot: Various groups are all competing with each other to recover magic, treasure and something unique that each group values. The Antagonists: 1) a heavily reinforced drow war party consisting of warriors (melee and archer), mages, priests, assassins and Driders, possibly reinforced by a Bebilith or two 2) a party of Illithids heavily supported by thralls working in conjuntion with Red Wizards of Thay and their golems, the arrangement between the two groups is tenuous at best, leading to potential plot twists. 3) a group of surfacers: mostly warriers, priests and assasins. The spokesman will offer little in the way of explanation as to what they seek; only that they "seek something of great value." 4) a group of gold dwarves, heavily armored warriors supported by high level clerics of Moradin and Clangeddin. 5) a group of wood elves, in search of ancient elven magic. Set-up: Hints about the existence of the city could be found in books found in Khelben's Library, in some dusty archive found in the depths of the Underdark or perhaps in a journal found on the body of some dead dwarven explorer. How it unfolds: The situation could unfold when the party walks into a large chamber which triggers a cutscene showing a free-for-all between representatives of all groups, or you could enter a large cavern and encounter the advance scouts of all the parties. Dialogues with all the groups could be scripted so that one or more groups could be temporarily enlisted as allies, or so that one or more groups objectives could be successfully completed. Who wants what? 1) The drow will claim that they want to recover the city for themselves and to establish it as an upper outpost in Undermountain for their home city of Ust Cirril (True). They also claim that they want to recover a number of drow magical items lost to the dwarves through the years (True). What they won't tell the party is that they are also looking for a renegade group of drow. These renegades are Ellistrae worshippers, who are in possession of an artifact of Ellistrae AND an artifact that they stole from the temple to lloth in Menzoberranen. 2) The Illithids will tell you that they are simply providing support for the Red Wizards, in exchange for "certain considerations" (True). If pressed, they will suggest that you talk to the Red Wizards. 3) The Red Wizards will tell you that they are after a drow artifact as well as items of magical power. (True) They will also tell you that they have reached a "financial arrangement" with the Illithids for their support (False) In fact, the Red Wizards are aware of the presence of the renegade drow and have agreed to turn them over to the Illithids as thralls in exchange for their support. Additionally, the Red Wizards have agreed to turn over to the Illithids any OTHER prisoners taken. If asked, they will deny any knowledge of the shadow cult members. In fact, the Red Wizards of Thay know exactly who they are and what they want. 4) The shadowy surfacers will tell you that they are a loose collection of thieves, mercenaries and adventurers who have banded together in search of treasure and magic. (False) In fact, they are members of the Cult of Shadow and they are in search of something MUCH more powerful than any simple magic item. 5) The dwarves will tell you that they have been fighting for months now, are badly outnumbered (True) and ask for your help. They will tell you that they have been fighting illithids and red wizards, as well as drow and a shadowy group of surfacers. They know from the insignia on the drow dead that they are from the drow city of Ust Cirril, but they don't know who the surfacers are (True). First and foremost, they want their home back. Nothing more, nothing less. They are willing to surrender any treasure found if the adventurers will help them. (True) Further, they will agree to upgrade ONE weapon for each party member after the city is returned to dwarven hands. However, they are not willing to share the secrets of their ancient magic craft and insist that any tomes found be returned to them. Further, they have no interest in letting the elves back into their city. 5) The elves will tell you that they want to recover ancient tomes of magic lost when the city fell. (True) They will also tell you that they have no interest in re-establishing a presence in the city. (True) They will also demand that the renegade drow be killed. 6) The renegade drow will tell you that all they want is a home where they can be safe and worship Ellistrae (True) Challenges for the Party: a) Help the dwarves recover their city b) Find a peaceful resolution to the ownership of the ancient tomes c) Find out who the shadowy surfacers are d) Find out what the shadowy surfacers want e) Discover the true nature of the agreement between the Red Wizards and the Illithids f) Help the renegade drow find a home g) Repel the drow assault h) Other? My apologies for making this so long, but I got a "little" carried away. [ 02-08-2004, 07:09 PM: Message edited by: Micah Foehammer ]
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“Every tavern’s an opportunity, I say.” |
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#9 |
Ironworks Webmaster
Join Date: January 4, 2001
Location: Lakeland, Florida
Age: 52
Posts: 11,729
|
Wow! Totally kick ass stuff!!! I am already thinking of how to add some of these ideas to Level 12 and it's 'outer sections'. This should be cool.
BTW, on level 11, in the Ice cave, are the Auril Priestesses too hard? I know if you are just a level 20, they are pretty tough. I just wanted to see if any of you had different opinions on that battle. PS: A new quest will be added to the 'friendly cave'. the good guys will ask you to 'clean the lower level' of the cave of some monsters, and they will give you some info on level 12, XP, gold and an item--as well as a clue to a secret quest--ONLY if you speak and choose the correct dialogue with this NPC. ![]() More soon! Keep the ideas coming, so far, they are EXCELLENT! A+++ |
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#10 |
Zhentarim Guard
![]() Join Date: January 25, 2004
Location: San Diego
Age: 53
Posts: 345
|
The preistesses are a tough bunch... but they should be, in my opinion... Ive been adventuring lately with level 20-30 and still find them a challange.
By the way like what you did with the desert rangers, my 37th level wizard basically couldnt do a damm thing with the them save meele or area effect where they were not.. got my ass handed to me. Im off to go try it out with some other characters... [ 02-09-2004, 10:47 AM: Message edited by: Teri-sha Illistyn ]
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