The Wyrmsmoke Mountains shook with the thunder of ten thousand screaming hobgoblin warriors. From the phalanx emerged a single champion. One by one the tribes fell silent as the warlord rose up, blue scales gleaming along his shoulders, horns swept back from his head. A hundred bright yellow banners stood beneath him, each marked with a great red hand. He stood upon a precipice and raised his arms. "I am Azarr Kul, Son of the Blue Dragon!" the warlord bellowed. "Hear me! Tomorrow we march to war!"
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Red Hand of Doom Chapter #1 : Witchwoods by Sgt_Why "Final"
** NOTE **
Be sure to remove ALL files from previous versions, before installing.
(this includes your hak, override, campaigns and modules dirs)
NOTE: Check to ensure there are NO files in your override directories ... None are needed for this module.
Updated ** July 5th, 2008 **
(some of this is in prep for chapter 2, plus bug fixes)
* combined the (2) levels of the starting INN
* no longer drops party when leaving forest inn
* added code to allow loading ch.2 , if its present
* LOOT was spotty before, updated and works well now. Much less 1gp loot.
* WARKLE the Giant, now joins the party when you make him Friendly.
AND he leaves when you head back to town, but offers to BARTER first.
* Most of the NPCs using basic PRR reactions ... including all store owners.
* re-organized all of the files under Campaign directory.
BE SURE to DELETE any previous installs first! or old files will be mixed with new ones and cause wierd over-write issues.
HINT: When returning from Skull Gorge and speak with Norro at the townhall, SAVE GAME first ... the end game is near.
P.S.I've playtested this with nearly every class, starting at level 5 ... and it seems to scale well up to about level 7. By default you start at level 5 (if less) - but you can talk to the gnome at the forest Inn to change to any level you want.
080420 update bug fixes;
-creatures will not agro while PC is in conversation
-adjusted the DR from 4/- to 1/- of warehouse guardians. (Iormel's warehouse)
-fixed spawning of cutscenes
-adjusted area transitions which sent to incorrect locations (crossroads east, jorrs cabin)
-adjust the TEXT on some maps; so North is up and South is down.
new features;
- (3) new areas at beginning; PC starts in a "safer" area
- this "new" area includes a couple familiar characters from the FRW CC as well as other FRW items.
- merged in the "PRR" code, for a step towards more individual reputations based on charisma, skill, race, actions, etc.
- the commoners all use the PRR system
- PRR dialogs; added the option for "sim-like" dialog, where you can use bluff/diplomacy/intimidate to affect faction standing with NPCs.
- RUMORS: added ~30 rumors to the game
- Per request;can now travel to crossroads via overland map after first visiting the area.
- Jorrs cabin area; can now travel south back towards town (no more overland map)
12/24/07 update bug fixes + dialog updates
Some key new features;
* Weapons of Legacy : Thar, Kira and Throk all wield Weapons of Legacy which improve as they level up. (note: re-equip there weapons after they level, to make it update the weapon if necessary)
* new INTRO : added ~10 lines of narration filling in the background of this Vale and the current situation for players. This should fit the module into the present day Forgotten Realms world, in Channath Vale.
* All of the "dm text" is now via a TEXT BOX ... so players should miss alot less of the small details.
There have been reports of dialog timing issues ... so I've made a few changes to hopefully lessen them and/or work around;
* "Lioness" cutscene #1 and 2 - both have "backup" exit now.
* most dialog was set to a delay of (-1) which normally pauses until the PC mouse clicks.
* added [continue] option at end of most dialogs, to allow PC to read it all before ending dialog.
townhall dialogs;
* fixed cameras to show "Close Up" when npcs speak
* added "party rest" before sending player off to the new areas.
* (after Vraath Keep) - replaced Kellin with Tharrma
* (after Skull Gorge) - revised the options and dialog flow; now shows which npc did not approve.
"Assault" (Westbank/Town)
Noticed at times that the default AI would cause enemies to simply stand around;
* updated the code so enemies will attack nearest target (on entering area)
"Assault" on Town
* the encounters have all been changed to match the PnP more closely.
* AND they are no sequential and progress ...
wave 1 - EL: 9 ( 6 creatures)
wave 2 - EL: 11 ( 6 creatures)
wave 3 - EL: 13 ( 8 creatures + Red Dragon)
barges - EL: 12 (33 creatures) (infinite re spawn)
Ending Dialog(s)
* changed order of exports, saves, etc ... and space them out better.
NOTE: At the end, the last thing is does is try and load the next module.
(which is not yet released)
misc. changes;
* should be able to "raise dead" on Thar now.
* "lioness" in the cutscenes, no longer looks like the others you may encounter -- its not the same NPC.
* smithy's store no longer has no limit in gold ... all stores should be 4000gp buy limit w/ 8000gp max.
... if I were to follow PnP directly, the limit would 800gp when selling items and 4000gp limit in cash.
The module is now complete or "Final".
Campaign's Notes
"Story" - is split into (4) separate parts 1. Intro
2. Vraath's Keep
3. Skull Gorge
4. "ending" scenes
Ending scenes - (at least 3) different choices on how to end the story.
- save game will be used to start Chapter #2 ... when complete.
: Speak with Norro ... will initiate the dialog.
w/finished game will save game, export PC and return to MAIN MENU.
Merchants in/near Town * Morlin's Smithy -- weapons and metal armor
* Jarret's Sundries -- misc and black market gear
* Brother Derny -- divine potions, misc gear including leather armors (plus 3 raise dead scrolls)
* Zachan's Magics -- arcane scrolls, potions and misc magic items .. including wand of frost
* Avarthel (druid) -- divine potions, misc gear including leather armors (plus 3 raise dead scrolls)
expert crafter's available -"Morlin the Smithy" (if dwarven) can be convinced to join the players party, which allows the PC to craft weapons and armor.
- The halfling mage can be convinced to join the players party, which allows the PC to craft magic related items.
- Both will leave the party upon exiting their shops.
"rescue-able NPCs" - there are NPCs in many encounter areas that will reward the PC with XP, if you are able to save them.
"ambient" townsfolk - they have day/night cycles now
- something I scripted up from scratch :>
- townsfolk will pick tasks to do during the daylight hours and rest at night.
Wandering Monsters - chance for them to spawn when resting in most areas
(side) Quests to watch for; - Morlin's missing box ... ask Morlin about it.
- Jarrets Sundry shop ... check out her "discounted" healing potions
- Avarthel's Druid circle ... needs to be cleared out.
also, an "egg" that most people wouldn't notice ... is IORMEL's Warehouse in town. (non-lawful folks can break in and loot his goods!)
NOTE: Many of these quests may bring up details that will be added to in the following chapters.
Campaign's Rule Changes
"World Map" - allows travel to/from Town, Vraath Keep and SKull Gorge ... after you have visited each area.
- nearly every other "area" will show up on the Map after you first go there, but they are just for "notes".
Movement & Time * Traveling on the overland map and between areas takes time. The current time is displayed when entering most areas.
(And the plot moves forward based on time and/or events)
Hardcore rules (PnP) are On. * Area Of Effect spells affect Friend/Foe alike.(full PvP, based on spell descriptions ... such as "Fireball")
* Death is permanent for PCs or NPCs.
* (PCs only ... ) "dying" causes player to "bleed" to -10hp, which results in death, but NPCs can heal the PC to save them.
note: in Multi Player mode .. game gives you option to respawn instead of perma death.
Loot - mobs have a 60% chance of dropping loot, boss mobs always have some loot.
as well, there is a chance that each boss will drop items unique to their "type".
Companions and Henchmen - Full support for the FRW Persistent Companions (Limited to 3 companions in party)
(limited to maximum of 7 persistent companions in the roster)
- There are (3) npc's that can also be convinced to join as companions ... via dialog and/or quests.
(Warkle, Jorr, Gausler)
- In addition, there are (2) Noble warriors that may join as henchman (or hench-woman).
(Lioness of Rethmar, Lion of Rethmar)
* Death is permanent ... but if they die, they can be brought back with "raise dead" or such.
NOTE: They will drop from your group upon death. To "raise dead" them, you can target their corpse and they will pop back up and join via dialog.
** choose NPCs next class when they Level-Up ** - Companions now have all the classes available when leveling up ... same as PCs.
INSTALL DIRECTIONS unzip the files under "My Documents\Neverwinter Nights 2\" (it should place them in the right place)
to do so manually;
hak files go under "My Documents\Neverwinter Nights 2\hak"
campaign files go under "My Documents\Neverwinter Nights 2\Campaigns\RHoD\"
the module goes into "My Documents\Neverwinter Nights 2\modules\witchwood"
then start a new Campaign and choose "Red Hand of Doom"...
have included both ZIP and 7Zip version for download, your choice.
(NOTE: There is a seperate downloads for the .TRN files to save ~250mb of space. These go into the modules\witchwood directory and are only used by the editor, so most players won't miss them.)
These are the *.TRN files. Only necessary if you want to open it inside the toolset. To install, just unzip these into the "modules\witchwood" directory.
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone