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Volourn's NWN Module


Volourn

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Sounds like a cool idea. Just remember, that 'new' enemies will often. look like old ones since I'm using basic NWN; no haks so no reskinning... So, they may not look new; but they are in the way act in combat (and outside of combat too..). I'll share 6 - two from ch1, two from ch2, and two from ch3...

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Sounds like a cool idea. Just remember, that 'new' enemies will often. look like old ones since I'm using basic NWN; no haks so no reskinning... So, they may not look new; but they are in the way act in combat (and outside of combat too..).  I'll share 6 - two from ch1, two from ch2, and two from ch3...

That's true, because your Golems look like BoG standard garden varieties ... until combat!

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MONSTERS, MONSTERS, MONSTERS

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Overview: The monsters will be split up in groups of two for chapters 1-3. Each chapter will have monsters that is used for summons mostly, and another used for encountering...

 

 

Chapter 1

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Monster: Corpsed Witcheta (Encountered), (Chaotic Evil)

Type: Undead, Zombie

Abilities: Str 16, Dex 8, Con 8, Int 5, Wis 5, Chr 10

Hit Dice: 4d12 (36hp)

Initiave: -1

Speed: Very slow

AC: 11 (+2 natural, -1dex)

Attacks: Slam (+6 attack)

Damage: 1d8+5

Special Qualities: Undead properties, Tyrant Fog Zombie Mist, Damage Reduction (-/2)

Saves: Fort +1, Reflex +1, Will +2

Skills: Disc +10

Feats: Knockdown, Weapon Focus (slam), Weapon Specialization (slam), Toughness

Challenge Rating: 4

Description: This awful smelling; awful looking undead thing just wants to do one thing - eat your brain.

Background: These zombies are the corpses of the cursed Witchetas, unwilling recepients of the gift of Unlife. They're only purpose is to eat the brains of the living, and they apparantly prefer the brains of fellow family members...

 

Monster: Raven of Darkness (Summoned), (Chaotic Evil), (Level 1 Evil Cleric)

Type: Animal, Fiend

Abilities: Str 8, Dex 14, Con 12, Int 6, Wis 14, Chr6

Hit Dice: 1d8 +1 (7hp)

Iniative: +2

Speed: Normal

AC: 14 (+2 dex, +2 size)

Attacks: Claw (+3 attack)

Damage: 1d6 -1

Special Qualities: Fiendish Bonus Spells (Bane x2, Darkness x2, Ultravision x1)

Saves: Fort +3, Reflex +4, Will +2

Skills: Hide +7, Listen +9, Move Silently +7, Spot +9, Taunt +7

Feats: Alertness, Weapon Finesse

CR: 2

Description: With their cold eyes and glossy black feathers, these airborne scavengers are often considered ill omens or harbingers of death.

Background: These ravens are chosen from the Powers of the Lower Hells to be their eyes, and ears on the mortal plains. Ravens of Darkness stalk their victims, and attack when the time is right. They are often summoned by evil priests to commit dark deeds as well as to scout during the night.

 

 

Chapter 2

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Monster: Stone Defender Golem (Encountered), (True Neutral)

Type: Construct

Abilities: Str 30, Dex 10, Con 20, Int 6, Wis 12, Chr 6

Hit Dice: 15d10 + 90 (200hp)

Initiative: +0

Speed: Normal

AC: 30 (+19 natural, -1 size, +2 armour skin)

Attacks: Fist (+21/+16/+11 attack)

Damage: 3d6 +12

Special Qualities: Stone Golem properties, Earthquake spell x1 (level 15), Bolts ( Knockdown x3, Slow x3, & Stun x3), Knockdown Immunity

Saves: Fort +12, Reflex +7, Will +8

Skills: Listen +11, Search +11, Spot +11

Feats: Power Attack, Improved Power Attack, Knockdown, Weapon Focus, Weapon Specialization, Armourskin, Toughness

CR: 17

Description: Carved and etched with arcane symbols, Stone Defender Golems are even more powerful than normal stone golems whom they are an improved version of.

Background: Crafted by the dwarves of Holderhiem Stronghold, these stone golems are the very pillars of their defense. Or at least were before their collapse. The golems are crafted by the very senior of the Mithril Council which consist of the clan's strongest warrior, most powerful stone wizard, and the wisest priest of Mother Graystone. The three of them along with the power of stone and mithril infuse the construct with the power need to defend the stronghold from all who dare threaten it. It is believed by those who have heard or seen the golem (a rarity in ofitself) that these golems are unqiue to the Holderhiem Clan.

 

Monster: Harpy Siren (Summoned), (Chaotic Evil), (Level 5 Bard)

Type: Monstrous, Harpy

Abilities: Str 10, Dex 18, Con 14, Int 10, Wis 14, Chr 18

Hit Dice: 12d8 + 36 (126hp)

Initiative: +12

Speed: Fast

AC: 24 ( +8 natural, +4 dex, +2 armour skin)

Attacks: Claws x2 (+16/+11/+6 attack)

Damage: 2d4 (x2)

Special Qualities: Harpy Siren qualities, Sound Burst Defense (cast spell on hit), Spells (Charm Monster x4, Confusion x2, Prismatic Spray x1), Captivating Song x4

Saves: Fort +14, Reflex +14, Will +11

Skills: Concentration +14, Discipline +8, Hide +9, Listen +14, Lore +5, Move Silently + 9, Spellcraft +6, Spot +14, Taunt +10, Tumble +9

Feats: Improved Initiative, Superior Initiative, Curse Song, Bard Song, Weapon Focus, Ambidexterity, Cleave, TwoWeapon Fighting, Weapon Finesse, Armour Skin, Dodge, Great Fortitude, Iron Will, Lightning Reflexes, Toughness, Spell Focus (Enchantment), Greater Spell Focus (Enchantment), Blindfighting, Tymora's Smile, Uncanny Dodge 3

CR: 13

Description/Background: A more malignant and wretched creature than the harpy is difficult to imagine. Taking great glee in causing suffering and death, the sadistic harpy is always watching for new victims. Sirens are the the mistress of their small islands and anything within their considerable reach is theirs to do with as they please.

 

 

Chapter 3

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Monster: Ice Ogre (Encountered), (Lawful Evil)

Type: Giant, Ogre

Abilities: Str 24, Dex 16, Con 20, Int 8, Wis 8, Chr 6

Hit Dice: 12d8 + 8d12 + 120 (270hp)

Initiative: +3

Speed: Fast (plus Barbarian movement bonus)

AC: 22 (+8 natural, +3dex, -1 size, +2 armour skin)

Attack: Iced Double Axe +3 (+26/+21/+16/+11 attack) and Iced Double Axe +3 (+26/+21 attack)

Damage: 1d8 + 12 (+1d8 cold) / 1d8 + 8 (+1d8 cold)

Special Qualities: Cold Immunity, Regen 2, DR -/+3, Cold Bolt x5, Pulse Bolt x3, Aura of Cold x1

Saves: Fort =20, Reflex +10, Will +10

Skills: Concentration +10, Discipline +22, Listen +3, Spot +3

Feats: Disarm, Power Attack, Knockdown, Ambidexterity, Improved Two Weapon Fighting, Two Weapon Fighting, Weapon Focus (Double axe), Weapon Specialization (Double axe), Armourskin, Damage Reduction 3, Toughness, Uncanny Dodge 1

CR: 19

Description: Glassy white ogres covered in drived, unwashed blood from previous victims.

Background: Ice Ogres live in the White Blood Mountains, and pledge their loyalty to the ancient white dragon, Matriarch Ablishoas. This loyalty is unshakeable. Unlike most ogres (which they look down upon), Ice Ogres do not lie no matter what and unless their mistress demands someone's death, they may be negotiated with. Ablishoas often hands them various potions when they go out on guard duty. The usual types of potions are potions of speed, bless, and invisibility so foolish adventurers ar eoften caught offguard. Even though they lack intelligence, ice ogres are so well trianed in disarming their fools, they have become masters of this feat much to their foes' chagrin.

 

Monster: Avoral (Summoned), (Neutral Good), (Level 8 Good Cleric)

Type: Outsider, Celestial

Abilities: Str 18, Dex 18, Con 16, Int 16, Wis 16, Chr 16

Hit Dice: 13d8 + 4d10 + 68 (198hp)

Initiative: +8

Speed: Fast

AC: 22 (+8 natural, +4 dex)

Attacks: Claw x2 (+21), Bastard Sword (+25/+20/+15/+10)

Damage: Claw 1d4+4 dmaage, Bastard Sword +1d10+9 damage

Special Qualities: Celestial qualities, Spell resistance 26, Aura of Fear x1, various innate spells (all cast at level 12)

Saves: Fort +15, Reflex +13, Will +12

Skills: Animal Empathy +19, Discipline +16, Concentration +13, Heal +13, Hide +14, Listen +13, Lore +8, Spellcraft +15, Spot +13, Tumble +9

Feats: Disarm, Improved Disarm, Whirlwind Attack, Alertness, Ambidexterity, Two Weapon Fighting, Improved Critical (bastards word), Weapon Focus (bastard sword), Weapon Specialization (bastard sword), Dodge, Mobility, Toughness, Improved Initiave, Lay On Hands, Spring Attack, Still Mind, Turn Undead

CR: 18

Description: Avorals have the bodies of tall, muscular golden humans, but with long, powerful wings. Avorals, like all angels, are worthy servants of good. However, unlike most of their allies, these heavenly beings have no qualms using any means neccessary to put an end to evil wherever they may find it.

Backgrounds: Celestials from the High Heavens, avorals hate evil, and seek it out where itever it hides to snuff out the foul precense. They have no problem with being summoned by those aligned with the Powers of Good as long as its for a worthy cause.

 

 

As you can see, some very powerful creatures in there. Some notes to keep in mind, unlike pnp, undead do recieve hit point bonuses from consitution, and many creatures get more feats than they should under normal circumsatnces. Thems the breaks...

 

There ya go. :thumbsup:

 

 

Metaldigital: "That's true, because your Golems look like BoG standard garden varieties ... until combat!"

 

Yup. BoG? Hehe. Yeah, it sure hurts ya when he hits. <>

DWARVES IN PROJECT ETERNITY = VOLOURN HAS PLEDGED $250.

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What's a "slam" attack? :(

BoG: It's a common saying in the UK, even though most people are unaware of its origins.

 

 

 

 

 

 

 

 

:()

(It comes from the African colonisers of the nineteenth and twentieth centuries, when they wanted a part for something they would ask for one of British or German (i.e. high) standard, hence "BoG standard".)

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LOL Don't blame me. That's what the toolset calls it. There's various natural attacks in the toolset. Slam, claw, bite, and lots more... (w00t)

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You mean like a conversation or something? Hmm... Is there a way to export those so i can post it ehre? i'd rather not rewrite them.. Espically since most enocunters include thousands of words....

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You mean like a conversation or something? Hmm... Is there a way to export those so i can post it ehre? i'd rather not rewrite them.. Espically since most enocunters include thousands of words....

Not a dialogue, no; the character (the three you posted were al evil evil evil).

 

 

Hmmm, much as the typing practice might do you good, I wouldn't think inflicting the resulting prose on us would be fair ... :lol:

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Ahh.. You want a goody character portfolio.. Ok, ok. Who says the dwarven female bard is evil? Or the drow. <_<

The Drow is an assassin: I was labouring under the impression that assassins were evil. :lol:

 

And as for the Dwarven flute-playing archetype, we have not been appraised of her character portfolio as yet ...

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"And as for the Dwarven flute-playing archetype, we have not been appraised of her character portfolio as yet ..."

 

Page 16. :p

 

 

"The Drow is an assassin: I was labouring under the impression that assassins were evil."

 

Damn Rules Lawyers. :D :wub::lol:

DWARVES IN PROJECT ETERNITY = VOLOURN HAS PLEDGED $250.

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"And as for the Dwarven flute-playing archetype, we have not been appraised of her character portfolio as yet ..."

 

Page 16. :-

DAmmit, this thread is too big -- i went all the way back to page 18 and couldn't see it, before I posted. :">

 

Skills of Note: Coming up for taunts for hate foes, and for those she cares about. She also has a great baritone voice, and is probably the only dwarf musician in known existence that actually spends time playing the flute around camfires.

 

Maybe she should just sing, as flute playing is obviously so de rigueur as to be clich

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Character Name: Emilia Grivolon

 

Race: Elf

 

Sex: Female

 

Age: 140

 

Class: Wizardess

 

Personality: This young elf loves life, and spends her time enjoying it rather than being a book worm unlike the stereotypical mage. She makes friends easy. In fact, according to her overbearing father, a tad too easy. She loves to learn, and experience new things no matter what they are with few exemptions.

 

Combat Style: Emilia dislikes combat, and avoids it at all costs. The sight of blood is almost enough to make her faint. She'll always suggest a diplomatic solution before allowing things to get violent in all; but the most extreme cases. When she is forced to battle, she grudgingly does so with her dagger, and shortbow which she cna use with a little skill. The elf, of course, much prefers to use spells - most notebaly those magics that hold, charm, or otherwise hinder any possible foes. She has damaging spells in her repetoire which she will used when things get really rough.

 

Skills of Note: A great singing voice, wonderful dancer, intelligent use of wizardry spells, knowledgeable about Elven History, and the ability to make friends with most anyone.

 

Hometown: Small elven tree village of Utopia in the Forest of Peaceful Breezes.

 

Goals: To make friends, and experience as much as possible.

 

Description: This young, and beautiful elven maiden has shiny blue eyes, and long flowing red hair. Her earrings are crafted out gold, and have the following markings - E+F Forever.

 

Noteworthy Equipment: Outisde of her spellbook, and earrings, Emilia carries nothing of note.

 

Background: Lady Grivolon was born in the aptly named village of Utopia. The place is very well hidden, and has pretyy much been in peaceful existence for what seems like an eternity. Emilia was the only daughter of the High Councilman, and was appropriately spoiled and recived the best training possible in singing, and dancing until it was apparant that she had much potential in the Magical Arts.

Eventually, the quiet life bored her, so she begged her father to let her go exploring, and grudgingly (after ten years), he let her. This began the lf maiden's adventuring life. She has been doing so for twenty years now, and what has occured during that time has made the once vibrant lady into a more self assured, more relaxed version of ehrself who still enjoys life; but has the wisdom not to show too much excitement during inappropriate times. One can only wonder what has caused this subtle change in Emilia's outlook.

 

 

 

Yes, not as exciting as the other NPCs - on the surface, at least...

 

 

 

 

MAJOR SPOILERS BELOW:

 

 

 

 

Time to do a grand showing of the Chapter 1 henchmen (actually, just five of 'em as the last one shall remain a secret) ... Do not read if you don't want to see the weird freaks you may land up adventuring with during part 1....

 

 

 

 

1. Hykul Witcheta the 3rd, Ghast (Human), Fighter/Blackguard/Cleric, Male.

 

2. Emilia Grivolon, Elf, Wizard, Female.

 

3. Kelvrin Jorns, Human, Fighter, Male.

 

4. Wryly, Wererat (Human), Rogue, Male.

 

5. Baxroxa the Mighty Strong, Minotaur, (no class/barbarian like), Female.

 

 

 

Yes, some pretty weird ones there including the female minotaurs. Another example of how the World of Durnla differs. 99% of minos are male as per usual; but once and awhile; a female does exist...

 

 

Enjoy. :)

DWARVES IN PROJECT ETERNITY = VOLOURN HAS PLEDGED $250.

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Character Name: Emilia Grivolon

...

Personality: This young elf loves life, and spends her time enjoying it rather than being a book worm unlike the stereotypical mage. She makes friends easy. In fact, according to her overbearing father, a tad too easy. She loves to learn, and experience new things no matter what they are with few exemptions.

...

Yes, not as exciting as the other NPCs - on the surface, at least...

Now that's a character! I likee a lot. I disagree that she is not as exciting, that's an injustice. She is obviously an intelligent character, therefore not as easy to write a brief synopsis of, as she has subtleties and hidden depths.

 

Good work!

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"Now that's a character! I likee a lot. I disagree that she is not as exciting, that's an injustice. She is obviously an intelligent character, therefore not as easy to write a brief synopsis of, as she has subtleties and hidden depths."

 

Heh. That's why I wrote 'on the surface'.

DWARVES IN PROJECT ETERNITY = VOLOURN HAS PLEDGED $250.

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