Neverwinter Nights 2: Nightsinger's Bane

NX4 Development News

Neverwinter NightsThis page is where we post development updates for NX4: Nightsinger's Bane and AP2: The Tomb of Horrors - Hard Edition.

These news items were originally posted on Bioware's Neverwinter Nights forums, which were shut down many some ago, and have since migrated to Nexus Mods and then The Neverwinter Vault. We've decided to collect them here so they don't vanish entirely as more websites disappear from the internet.

Any updates here reflect the project status as it was on the date of the post. Systems, statistics and items powers will likely have changed as development progresses. Check the Development Bible for current implementations.


- Here is a teaser of the classic companions in fully upgraded versions of their equipment set:

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Click HERE to see the rest of them.


- The Campaign Bible has been updated.

- The development posts from the Bioware Forums, Nexus Forums, The old Neverwinter Vault and new Neverwinter Vault have been copied and formatted to the temp site. Never again. Never. Ever. This took two weeks. Re-linking the images was the worst part of the affair.

- The Companion Equipment Upgrade System is now documented fully and added to the bible. This system is 100% implemented in-game and tested.

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Click HERE for more information.


- The Campaign Bible has been updated.
- The Foraging system and how it interconnects with the existing Food and Hydration systems is finished. Click HERE for more information.


Status Update - I am currently building a webpage for NX4 on my father's website. I have some concerns about the situation, as my dad can be on the extreme end of "spicy," and if his ranting on other sections of his webpage becomes a detriment, I may have to host elsewhere. (So I'm keeping the content portable in the event I have to move). I'm hoping I don't have to, since that would just be another added monthly expense out of my pocket, and I'm already into this death march to the tune of about 8k USD.

I will post a link when it's finished, but there is a lot of content to put up - treating the site as informational, and will probably eventually include game-banshee style walk-through's once the project actually releases. Pages for the game systems, design methodology, NPC motivations, etc.

Since the scope and scale of this thing has become so enormous that we're probably looking at a BG:R scale-timeline, (or longer), we need the project hosted on a place we know won't vanish.

Two different forums we've used for news/development discussion have shut down since the project started, and that's a real problem. We lost contact with people helping, and the NWN2 community was effectively split in half - one group here and another group on Nexus.

Also, Injate and kevL put a lot of work into transferring the project to bitbucket - so changes can be properly managed and tracked - which is admittedly necessary for a campaign of this scale.

The problem with this situation is that entire system is about two pay-grades higher than my technical level, and despite Injate coming over and showing me how the system works - TWICE - its made it very difficult for me to do anything with the project personally. The actual coders need change control and a way to track what's happening, that is unarguable. I just don't know how we can do this and still have me being able to contribute on everything that I can do.

NX4 Nightsinger's Bane Project Status:
Every NPC is finished, every monster is done, every item is finished, every area at least exists, (though they are not connected), and the story is written, with only two companion conclusions remaining. Almost all of the art is finished, and I'll cut Chad another check for the intro-screens and ending screens once I have the money. What remains is a lot of coding and scripted events.

AP2: Tomb of Horrows - Hard Edition Project Status:
It all works, however, we've been unable to get in contact with the person who did the Juggernaut golem and tile floor, and that has the entire project held up. We'd also like to work out a better ending and a scripted scene with Tucker's kobolds.


- Continuing Finch's scenario, turning it into a proper murder mystery.
- Jestemwlodzimierz has Finished Graz'zt - and the Demon Lord Looks Wonderful.

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- Thanks to Trinital 2, Elminster now smokes his pipe.

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- We've made the Vigilant II into a stand-alone module for those who would like a fully fleshed out ship to add to their campaigns. Features and link below:

Vigilant II Prefab
Created by: RWS, slowdive, Russell Cox, Sabranic
Version: 1.0
Last Updated: 4/18/19
Link: 3

After her adventures in Storm of Zehir, Lastri Kessireh would undoubtedly seek to replace her wrecked ship. This module imagines the outcome of that venture. The Vigiliant II is designed to be a mobile headquarters, and features four fully decorated decks, a host of colorful NPC's and numerous useful features that are ideal for any high-seas campaign.

Implemented Features:
- Four decks, fully decorated.
- All cannon SoZ crew accounted for.
- Several new crewmembers from the community.
- A row-boat to use as an area transistion.
- A full crafting deck.
- A functional gally.
- An armory stocked with weapons and ammunition.
- The captain's quarters, populated with all the trappings.
- Crew quarters.
- Housing for the ship's compliment of marines.
- A Cargomaster who will purchase items from players.
- A resident priest of Waukeen who will dispense healing magic for a fee.
- Private cabins, Peasant, Merchant and Noble class.
- A working brig.
- *SoZ Style Party logbook.
- All NPC's have items set to pickpocket.

*Note: Due to the numerous ways people handle their party editor, we've left the scripting out, in the interest of making it easier to insert this pre-fab into existing campaigns.

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- Jestemwlodzimierz has been hard at work refining and improving Graz'zt - adding some nice armor details and making his skin a bit more obsidian.

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- We've added 20 pages to the campaign bible, finishing out two companion arcs, which you can read HERE.


- jestemwlodzimierz has been working on a Graz'zt for the campaign - it's still a work in progress but it's starting to shape up nicely!

- Still dealing with major internet connectivity issues on this end - a combination of construction work and generally unreliable high-speed in my area has made me regret "upgrading" from my old "slow" DSL line.

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- We're puttingg the finishing touches on some dialog, which we'll share once they are polished a bit more.

- We have some exciting news, which we'll share over the next couple of days.

- We ran into some problems uploading the last version of the campaign to the .git archive, and are going to push a fresh version up.


- Chad Springer has been commissioned to draw us another 16 pieces of unique art for the campaign. These will be shown during the into cinematic and ending credits.

- We've purchased a nice microphone set up and are getting sound-sets made for Bodvarr and Terukawa.

- We're still searching for a female who is interested in about 2 hours of voice-over work as the narrator. A New England or UK accent is preferred, but we're open minded.

- We're currently writing Charissa and Mantides final mission, which takes place mostly in the Westgate Arena.


- We've added another 18 pages to the Campaign Bible - including Gann's showdown with the Githyanki Lich Queen. Click HERE to download.


- We have the Crossroad Keep area set up and working for those who's like to download and test out all the nifty turn-ins, quests, customization options and other things we've been building over the last 4 months. Right near the zone-in is a Dungeon master, who will sell all of the various merchant turn-ins for 1 gold for those who's like a taste of the depth we're building into the setting.

Click HERE to download the latest version!


- I am trying to learn to use git properly. This will be an invaluable tool for the project team's ability to coordinate and work together. Brain hurts.


- Getting everything packaged up to push out to git. Again.

- We've added another 10 pages to the Campaign Bible, including Gann's climactic battle against the Lich Queen Vlaaketh CLVII.

- We have been told the ToH portion of the project will have it's new floor and Juggernaut Golem soon, so we will have it back to integrate a year's worth of development into it.

- Testing conversations at the CK merchants and adventurer's guild.


- We've got the upgrade quest-line finished for Ivarr the Blessed in the Church of Tyr. Players can collect Divine Spiritual Essences and various Holy Symbols from enemies, which can then be upgraded into more powerful forms. The upgraded symbol offers passive benefits, such as an improvement to a cleric's turning ability and a charisma bonus that stacks with normal attribute modifies. Additionally, upgraded (Ornate) Holy Symbols are resistant to the grubby hands of thieves, who can - and WILL - try to swipe them from your characters in combat.

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PS: Yes, your party can steal the bad guy's Holy Symbols, Spell Components, Spell Books and Ritual Kits as well.


- We've another 15 pages in the campaign bible, focused on the quest system for players to earn the SoZ group feats for their team.

- We've completed simply monstrous upgrade dialog that will allow players to collect asterite, arcanium and netherium bars to upgrade their companions gear. Total dialog size? 3.3 megabytes. Two words: Never. Again.


- We have added normal, +1, +2, +3, +4, +5, Cold Iron, Mithral, Adamantine, Alchemical Silver and Darksteel Wakazashi to the exotic weapons merchant.

- We've created a new Epic Wakazashi to be discovered as players advance through the campaign.

- We've added new quest Wakizashi for Terukawa to potentially earn from the Dragon Emperor Hayate towards the end of the adventure.

- We created new icons for the Wakizashi, trying to match the aesthetic of the existing Katanas.

- We're continuing to work on the Companion Item Upgrade Quest dialog. Suffice to say this will probably be the longest dialog ever created for a NWN2 module. (No exaggeration).

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- We've finished up the CK Kitchen, Rhea Corvianna's food quests, and the various "specialty" cuisine she can create.

- We built over 600 custom magical items for the Companion upgrade system.

- We set up a quest system so players can retrieve rare components for Sand, who will use them to replenish his stock of Alarm Stones.

- We created a quest line for players to slowly build themselves a flesh, clay, stone and eventually an iron golem servant with Safiya's help.

- Established a way for players to retrieve rare items and use them to upgrade an enchanted arrow quiver, bolt case and bullet pouch with Deekin's assistance.

- Area Title: CK Kitchen
- Required Characters: None
- Points of interest: Rhea's Shop

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Once the party has explored Granite Hold and the Underdark, they will rescue Rhea Corvianna - the self-styled "Gourmandomancer of Waterdeep." This eccentric woman has "pioneered" a fusion of gourmet cooking, alchemy and magical enchantments. Her cuisine is not only fit for a king's table, but imparts various magical effects when eaten. Mechanically, it can be used like normal food to rest, or it can be consumed as an item or a potion, casting a magic spell when used.

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Freeing Rhea from The Kaiser's dungeons, the party will discover she's taken over the CK Kitchen, and the brash woman throws a fit over the keep's poor quality cooking ingredients. "I can only make mundane slop - barely fit for swine!" However, the party will have opportunities to collect rare ingredients as they travel, which, when brought to Rhea, will allow the enchantress to cook "The Legendary Dishes of Old Empires" - truly magical foods providing mystic effects when consumed.

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When speaking with her, she will offer hints on where to locate the rare ingredients. (If the players are vigilant, they will turn up many of her items before she's even encountered). Once these objects have been recovered, Rhea will craft legendary dishes and sell them through her store.

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Illefarn Travel Rations
Magical Effect: 80% Weight Reduction
Ingredient: None
Ingredient Location: None, default food.
Stack Size: 100

These sweet, flakey pastries remain fresh for months. Amazingly, only a few mouthfuls of will sustain a grown adult for a day of hard travel.

Note: These rations are Rhea's default merchandise, and no legendary ingredients are necessary to purchase them. They are superior to mundane food, as they stack in groups of 100 instead of ten, and have reduced weight.

Luiric Caviar
Magical Effect: Casts Rejuvenation Cocoon
Ingredient: Sturgeon eggs
Ingredient Location: Unicorn Run, 35 Survival to discover.
Stack Size: 10

Salt cured Sturgeon eggs, served chilled in a small dish.

Halruaan Filet Mignon
Magical Effect: Casts Greater Stoneskin
Ingredient: Halruaan Beef
Ingredient Location: Granite Hold West Tower, Floor 2.
Stack Size: 10

Especially tender cuts of the tenderloin marinated in a sweet sauce and wrapped in maple cured bacon.

Mulhorandi Prosciutto
Magical Effect: Casts Greater Spell Mantle
Ingredient: Wild Boar Meat
Ingredient Location: Awarded after killing Sorachi in The Lost Peaks.
Stack Size: 10

This slices of dry-cured ham that is dusted with sea-salt, rolled in exotic spices and then carefully pressed for many weeks.

Imaskari Foie Gras
Magical Effect: Casts Ethereal Visage
Ingredient: Snowdonia Hawkweed
Ingredient Location: Mirabar Tundra, 35 Survival to discover.
Stack Size: 10

A pan seared goose liver, marinated in an herb sauce and served over a bead of spinach.

Lantanna Escargot
Magical Effect: Casts Elemental Shield
Ingredient: A Jar of Lantan Snails
Ingredient Location: CK Crafting Center - Listen to Jan Jansen's entire story.
Stack Size: 10

Large snails, slowly sauteed in butter and a multitude of exotic spices.

Wa Karasumi
Magical Effect: Casts Greater Visage of the Deity
Ingredient: Mullet Roe
Ingredient Location: For sale at the Tavern in Daggerford.
Stack Size: 10

A the meat from a mullet roe is spiced and salted and carefully dried in the sun to create a chewy delicacy.

Netherese Black Truffle Souffle
Magical Effect: Casts Shadowshield
Ingredient: Black Truffles
Ingredient Location: Host Tower Sewer, under a beam of sunlight in the SE corner.
Stack Size: 10

Quail egg souffle drizzled with a black truffle cream sauce.

Chessentan Green Turtle Soup
Magical Effect: Casts Tortiose Shell
Ingredient: Pouch of Saffron
Ingredient Location: Red Cliffs Area, requires 35 survival to discover.
Stack Size: 10

A savory broth with a hint of saffron, fresh parsley and delicate cuts of green turtle, boiled to perfection.

Delzoun Marzipan
Magical Effect: Protection from Spells
Ingredient: Jar of Preserved Golden Honey
Ingredient Location: Illefarn Artificer's Ruins
Stack Size: 10

A small sweet confection, shaped into delicate flowers, made from sugar, honey and almond paste.

Coramshan Champagne
Magical Effect: Completely Restores the Drinker's Hydration
Ingredient: Crate of Coramshan Grapes
Ingredient Location: Purchasable from a shop in Mirabar.
Stack Size: 10

A carbonated sparkling wine made from plump black grapes. It has a decidedly sweet flavor and its bubbles tickle the nose while drinking it.

Shou Curry
Magical Effect: Casts Battletide
Ingredient: Pouch of Shou Curry
Ingredient Location: The Whalebones - Pirate's Lair, Steal from Captain Blessed.
Stack Size: 10

A rich, yet mild curry, served with beef, star anise and dusted with cinnamon.

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STORY POINT - The Truth of the Matter:
Rhea was an integral part of The Kaiser's plot to take over Neverwinter. He abducted the enchantress from Waterdeep, and was forcing her to manufacture a mystic seasoning which is simultaneously rendering Nasher highly susceptible to suggestion and leeching away his vigor. The concoction is nigh-undetectable and highly resistant to priestly magic, allowing the evil warlord to effectively usurp control of the city and slowly kill off its ruler. To outside observers, Nasher simply appears to be growing confused and feeble due to advancing age.

While Rhea cannot craft an antidote, (only time and rest will heal her potent malady), freeing her will effectively end The Kaiser's access to her poison, throwing a wrench in his plot to take over Neverwinter with an air of legitimacy. Once she's established herself at Crossroad Keep, she will provide aid at various points in the campaign - mostly to avenge her captivity in Granite Hold. Brash, proud and spiteful to a fault, if there is one thing Rhea knows how to do it's hold a GRUDGE - and she has a very large score to settle with the man who held her prisoner.


- Tying up NPC conversations.
- Adding Jam and preserves for food items for an NPC recruitment side-quest.
- Getting the Theater "Productions" conversation sorted out.
- Continuing to optimize campaign for .git deployment.
- Testing/Bug-fixing the Throwing Weapon, Dragon Armor, Bountiful Quivers and Rhea's Kitchen Quest stores.

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- We have the dragon-armor quest turn-in completed. Players can bring "Prime Dragon Hide" to Edario and he will craft powerful gloves, helms, boots, armor and shields using the scales.

- We've created 35 new types of dragon armor/helms/boots/shields/gloves, each heavily resistant to the dragon's native element.

- The throwing weapon turn-in quest-line has been transferred to Jacoby.

- We've updated our icon set to include the new icons.

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- Sa'Sani's, Edario and Jacoby's quest turn-ins are all working properly now. Learning to hate highly involved conversation trees.

- We've done some more polishing and updates to the character bios to reflect the story changes and new plot points.


- We have Edario's throwing weapon quest turn-in finished up in the CK.

- We've added three Easter-egg stores to Crossroad Keep for those with the Merchant's Friend and Blessed of Waukeen history feats. The bonus stores are accessible by speaking with Startear's Golem, the Hathran Merchant and Dayne, (in the Wizard's Tower, Rashemie and Neverwinter Consulates respectively). The Golem sells various baubles and inventory trinkets from the OC, MotB, MoW, and SoZ. Additionally, Dayne offers the Special Edition and Set Equipment from the OC. Finally, the Hathran Merchant sells a single set of the MotB Pre-order bonus items.

We thought these would be a nice perk for those who've been loyal fans for years - not to mention a way to "ease any lingering resentment" for all the items likely stolen forever when Nefris stripped the Knight Captain down to their armor in MotB.


- We've been working our arse's off getting the campaign in a state we can be uploaded to a git archive in anticipation of some serious collaborative work from our code masters. The last two weeks have been focused on merging three different development branches of the campaign directory into one and testing everything to make sure it makes the transition intact. The resulting combination will be ready and rearing to go hopefully next week some time.

- On the new content front, we revisited the standard poisons - they now stack to make dirty assassins and vile blackguards more manageable.

- We've added trade bars to use as treasure - 25, 50, 100, 250, 500, 1000, 2500, and 5000 gold piece values. You'll be able to turn them in to Sa'Sani for their face value.

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- We've finished fleshing out the material spell component mechanics.
- We've finished up a host of new icons for the system.
- The Character Bios and the Component system is updated in the Campaign Bible - 307 Pages and growing!


- We've set up the ranged weapon expansion as a stand alone package.
- We're working on The Nine Jewels of Neverwinter from "Volo's Guide to the North."
- Continuing to consolidate all of the campaign resources into a directory in anticipation of rolling it into a .git repository to enable versioning and easier collaboration.

- We've created bountiful containers of arrows, bolts and bullets. These magical objects are worn in the belt slot, and can generate fifty arrows, bolts and bullets once per day. Players will be able to upgrade the containers from +0 to +5 using arcanium, netherium and asterite bars. In addition to summoning projectiles, the containers have other beneficial magical powers, which grow with each enhancement.

The Nine Jewels of Neverwinter

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The Nine Jewels of Neverwinter were created by a cabal of powerful wizards when the city was still young. Each member sought to control the fledgling city, and infighting quickly broke out among the group. The would-be lords and ladies destroyed one another using the stones - the few who survived kept them hidden thereafter.

Each jewel is a unique item made from a different type of gemstone. They are all cabochon cut with no facets, and roughly the size of a clenched hand. Every stone is engraved with a command word in very small script and is faintly warm to the touch. By grasping the stone and reading the command word aloud, the user can activate their many powers.

Each stone had several common powers shared by all of them, and a pair of unique abilities unique to each gem.

The common powers are:
- True Strike, 1 charge/use
- Freedom of Movement, 2 charges/use
- Create Food & Drink, 3 charges/use
- Greater Restoration, 5 charges/use

The unique powers are:

- Amethyst:
    • Power 1:Ray of Enfeeblement, 1 charge/use
    • Power 2:Immune: Chain Lightning
    • Power 3:+ 2 Concentration

- Carnelian:
    • Power 1:Web, 1 charge/use
    • Power 2:Immune: Ray of Enfeeblement
    • Power 3:+ 2 Parry

- Diamond:
    • Power 1:Magic Missile, 1 charge/use
    • Power 2:Immune: Magic Missile
    • Power 3:+2 Diplomacy

- Emerald:
    • Power 1:Color Spray, 1 charge/use
    • Power 2:Immune: Flame Arrow
    • Power 3:+ 2 Slight of Hand

- Fire Opal:
    • Power 1:Flame Strike, 2 charges/use
    • Power 2:Immune: Cone of Cold
    • Power 3:+2 Appraise

- Onyx:
    • Power 1:Chain Lightning, 2 charges/use
    • Power 2:Immune: Web
    • Power 3:+ 2 Hide

- Ruby:
    • Power 1:Fireball, 2 charges/use
    • Power 2:Immune: Color Spray
    • Power 3:+ 2 Spellcraft

- Sapphire:
    • Power 1:Cone of Cold, 2 charges/use
    • Power 2:Immune: Fireball
    • Power 3:+ 2 Heal

- Topaz:
    • Power 1:Flame Arrow, 2 charges/use
    • Power 2:Immune: Flame Strike
    • Power 3:+2 Survival

Each stone has ten charges, and if they are fully expended, it forever loses its active powers. The charges do regenerate, (if slowly), so long as at least one charge remains - at a rate of one per eight hours of rest.


We've been busy - behold the glory of ranged death!!!

New Prefixes:
(These are new projectile weapon powers). Slaying, Slumber, Impact, Wounding, Shredding, Crushing, Divine, Darkness, Were-bane, +6, Silence, Anti-Summon, Grease, Sonic, Polar, Rashemie, Greycloak, Wa Mercenary, Wateredhavian.

Expanded Prefixes:
(These powers did not exist for all projectile types. We also fixed several missing SoZ icons).
Flame, Acid, Frost, Poison, Vampiric, Lightning, Explosive, Petrification, Piercing, Adamantine, Cold Iron, Alchemical Silver.

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Presented above is a list of of the new ranged weapons we've rolled out for NX4: Nightsinger's Bane. A big part of the campaign overhaul is giving difficult to manage classes, (such as projectile-based stormlords, or throwing weapon masters), more viability.

Solving those issues required us to make four important changes:

- 1: Ending the "projectile desert" that afflicts those specializing in throwing weapons. In the base NWN 2 campaigns, throwing weapons are few and far between, so we've made certain there are accessible vendors with large stocks of throwing weapons available.

- 2: Rectifying the lack of throwing weapon diversity. Throwing weapons in Neverwinter Nights 2 suffer a lack of options compared to melee or ranged projectile weapons. To fix the issue, we've drastically expanded the list of throwing weapons. Now throwing weapon builds have a full array of elemental and status effects to choose from.

- 3: A lack of end-game viable weapons. Throwing weapon users typically hit a wall about half-way through the OC, and suffer serious problems beyond that in MotB. In the stock NWN 2 game, there are only a handful of powerful throwing weapons, and their item utility pales before comparable epic weapons. Compounding this is their limited number of uses - once your Firetooth darts are gone... so is your weapon of yore! To address the first issue, we've created a trio of epic throwing weapons, (one of each type), which compare favorably to weapons like the Hammer of Ironfist, The Sword of Gith, The Dream Weapon, and other high-tier weapons from the OC and MotB. For the second issue...

- 4: Cost and maintenance is a serious problem for throwing weapon users. Sling, Bow and Crossbow users beginning in the OC very quickly latch onto weapons which provide unlimited ammunition - reducing their costs to nothing. To help mollify this, our epic weapons are inventory objects, which "generate" a stack of shuriken, throwing axes or darts once each day. Additionally, we've instituted a series of repeatable quests which allow players to replenish a stock of high tier throwing weapons by collecting a bounty items and trading them to NPCs. (For the times when 2d4 fire damage won't cut it but your +6 godly throwing axes of oblivion might be overkill).


- We're adding some rogue only "tools of the trade" to provide the class with a few more tricks.

- We're getting several enchanted quivers finished, which will summon various types of magical arrows when used.

- To finish off a vampire, you'll have to stake it. No stakes? Well, that sucker is gonna keep coming back until you get some.

- We're adding a special quiver which the player can upgrade using netherium, arcanium and asterite bars, improving its arrows - +1, +2, +3, +4 and eventually +5.

- We're getting ready to roll out the bio and other details of Rhea Corvianna, the Enchanted Gourmand.

- In preparation of the above we've updated the icon set with:
    • 17 Quivers.
    • 13 Legendary Food items.
    • 8 Bombs.
    • 2 Vampire Stakes.
    • 9 Gemstones.
    • 1 Set of Caltrops.

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Click HERE for more information.


- The Baldur's Gate faction is completed, and that wraps up the creation of the campaign NPC's and creatures - for the most part anyways. There are many many more character than what is shown in these posts, (hundreds more in fact), but we just don't have the time to screen capture all of them. On slow nights we might post up a few here and there, but for the moment, the focus will be on consolidating the characters into the main campaign directory and making sure we didn't leave out any of their various bits.

We will compile all of these creatures, item blueprints and their art assets into a stand-alone package and upload it to the NW Vault for those interested in a very broad, combat ready NPC package scaled for high level campaigns. Every NPC's background information is taken from cannon sources, and is accurate according to the era NWN2 takes place in. Where possible, the characters have full suits of equipment, with powers inspired by the pen and paper game or novels.

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From Left to Right:
Flaming Fist Bowmen, Flaming Fist Clerics of Tempus, Flaming Fist Spearmen.

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From Left to Right:
Flaming Fist Swordsmen, Duke Belt, Duke Entar Silvershield, Flaming Fist Battle Mages.

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From Left to Right:
Duke Eltan, Duchess Liia Jannath


- The Raven's Allies Mercenary Company is finished. They will play a major role in the end of the campaign, fighting alongside the antagonist.

After the second war with the King of Shadows, the band has earned a reputation as the most prolific, well trained and expensive sell-swords North of Baldur's Gate. The Kaiser has them in his employ to both bolster Neverwinter's Army, (the Warlord pays their lavish retainer with funds stolen by the Black Dog Pirates), and keep Luskan from using the current turmoil to attack. The Ravens are open to all comers of any race and alignment - nobody asks questions about a recruit's past - the only thing that matters to Granton Granholmn is the power of the hireling and how much they want paid.

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From Left to Right:
Raven Axemen, Raven Archers, Raven Fighter Mages.

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From Left to Right:
Raven Infiltrators, Raven Shield-smashers, Raven Pike-breakers.

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From Left to Right:
Raven Swordsmen, Granton Granholmn, Raven War Mages.


- The Waterdeep Faction is finished. All of these NPC's will only be used in various cut scenes towards the conclusion of the campaign, however, we have fully fleshed them out since they will be a part of the Forgotten Realms Epic NPC pack we'll be releasing.

We're getting close to complete - the only things left are Baldur's Gate, The Raven's Allies, and several creatures we'll need 3D modeling help with.

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From Left to Right:
Waterdhavian Archers, Waterdhavian Guardsmen, Waterdhavian Pikemen.

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From Left to Right:
Waterdhavian Clerics of Deneir, Piergeriron Paladinson, Elminister Aumar, Laeral Silverhand, Khelben Blackstaff.


- We've added another 19 pages to the campaign bible.


- The West Harbor Militia and NPC's are finished up. Thanks to Mayor Lannon's distillery, the settlement has enjoyed a resurgence after the wars.

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From Left to Right:
Harborman Archers, Harborman Lancers, Harborman Militia.

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From Left to Right:
Caryl Nemorem, Danovar Clegg, Tarmas, Sheriff Lazlo Buckman, Freya Marshborn, Josin Kell.

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From Left to Right:
Goodwife Aruna, Ginni Lannon, Mayor Pitney Lannon, Pitney jr.


- We've finished touching up the NX4 Companions with things like custom shields, weapons, and armor, as well as a host of sheaths, daggers, glasses, backpacks, quivers invisible capes and other odd's n'ends. The player companions deserve to partake of all the custom content as much as the NPC's!

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From Left to Right:
Ammon Jerro, Bodvarr Falgeirrson, Charissa Maernos, Eirinn Mac Cathmhaoil, Finch, Gann of Dreams.

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From Left to Right:
Ithefelle, Kaelyn the Dove, Khelgar Ironfist, Neeshka, Mantides, Kistrel Elsydar.

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From Left to Right:
Ribsmasher, Rinara, One of Many, Umoja, Terukawa Urakami, Safiya.

Companion Starting Equipment:

Each NPC has a full suit suit of equipment - some pieces enchanted, others not. (Average is 3-4 wearable magical items, 1-3 mystic inventory items, and 1-2 enchanted weapons per character). So when removing or adding items, what you see is generally what you get - we want to give players the option to avoid rainbow-pimp-wear, as well as keep the Companions visually on par with the various MOBS roaming the campaign.

Most of the Companion's magical items begin in the +4 range, with item utility ranking somewhere above the top items in the OC but below the more powerful objects in MotB.

Each NPC begins with some Iron Rations, Water Flasks, Spell Components, Spellbooks (if applicable), a container of some sort, and several miscellaneous tools, from ropes to poisons to healing kits to potions and even scrolls. The gear selection is tailored to the class and Companion's personality - so, for example, Safiya will have enchanting gear, Neeshka ropes and lockpicks, Rinara poisons, Charissa healing kits, Finch instruments, ect.

Upgrading Equipment:

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A quest line will open as the players progress, which will enable them to upgrade each piece of companion armor using Asterite, Netherium and Arcanium bars. (This become available once they rescue Artificer Melchior from the Tomb of Horrors, an NPC who also incorporates Charlie's Appearance Changer for added options). A thorough player should have enough bars on a single play-through to upgrade three companion's gear to maximum, although more bars can be farmed in the infinite dungeon killing powerful MOBS for players interested in grinding enough ingots to equip every NPC.

In terms of power, the Asterite tier should put equipment in the +5 range, the Netherium tier grants +6 bonuses and by the Arcanium tier (+7), the upgraded NPC objects will likely surpass anything found in Mask of the Betrayer - with a few notable and extreme exceptions, such as the Eyes of the Coven or the Amulet of Betrayal Personified.

Character History Relics:

Each companion has an inventory item related to their character history. The object gives a description of how and why it is important to the character's narrative, and provides a small passive bonus for being in their inventory. History Relics never upgrade, and they are usable only by the race, alignment and class of their owner. Some of the relics can cast spells when used, generally using charges to do so. A player should be cautions when employing their relic's active powers, as these items vanish when the charges are depleted.

- Ammon Jerro: The True Name Scroll
- Kaelyn The Dove: Grandfather's Feather Token
- Bodvarr: Uthgardt Thunderbeast Fetish
- Charissa: Holy Symbol of Tyr
- Eirinn: The Lantern of Cliodhna
- Finch: The Collapsible Clockroach
- Gann: The Telthori Totem
- Khelgar: Ilrah's Rib
- Kistrel: Spellguard Credentials
- Mantides: The Root of Life
- Ithefelle: Grinning Skull Ioun Stone
- Neeshka: Leldon's Lucky Coin
- One of Many: The Malarite Totem
- Ribsmasher: The Ivory Horn of Valhalla
- Rinara: Nightmask Keycharm
- Safiya: Aramin's Aromatic Draught
- Terukawa: Mist Dragon Token
- Umoja: Bal-alak's Tusks


- We've got the Ironfist Clan ready for battle.

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From Left to Right:
Ironfist Archers, Ironfist Defenders, Ironfist Runecarvers.

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From Left to Right:
Ironfist Cleric's of Clangeddin, Keros Ironfist, Khorric Ironfist, Khulmar Ironfist, Revorax Ironfist.


- We've touched up the Shadow Thieves, adding some more individuality to the units.

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From Left to Right:
Shadow Thief Clerics of Shar, Shadow Thief Hawkeyes, Shadow Thief Nimbleblades.

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From Left to Right:
Shadow Thief Silhouette, Cloakmaster Axle, Belueth The Calm, Shadowmaster Aran Linvail, Shadow Thief Silhouette.


- We've updated the Campaign Bible with several character arc conclusions. Each arc ties up the story of one of the principle companions before the final battle, bringing some closure to the character and usually brings some manner of aid in the process.


- We've finished up recruitable Harper force, and are already on to the next faction.

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From Left to Right:
Harper Bards, Harper Blades, Harper Sharpnotes.

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From Left to Right:
Harper Lifechanter, Arilyn Moonblade, Danilo Thann, Harper Lifechanter.


- We've finished up the forces of Coveya Kurg'annis, which the Knight Captain can recruit providing they spared the Slumbering Coven in MotB and agree to surrender Gann to the Hags, (in payment for their aid). Let's ring in the New Year with some truly dastardly plot options!

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From Left to Right:
Hagspawn Warrior, Hagspawn Berserker, Hagspawn Axeman, Hag Bound Will-O'-Wisp.

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From Left to Right:
Kurg'annis Annis, Kurg'annis Bheur, Kurg'annis Green Hag, Kurg'annis Sea Hag, Kurg'annis Night Hag.


- We've finished Levistus's inner circle and minions. They are integral to the closure of Ammon Jerro's character arc, and while he's beyond redemption, it's still possible for the wily old devil, (pun intended), to get the better of Hell one final time.

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From Left to Right:
White Abishai, Black Abishai, Green Abishai, Blue Abishai, Red Abishai.

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From Left to Right:
Infernal Imp, Infernal Erinyes, Hellcat, Infernal Paeliyon.

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From Left to Right:
Infernal Cornugon, Infernal Pit Fiend.

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From Left to Right:
Erridon Alaka (Gelugon), Trinity (Hellcat), Mephasm (Pit Fiend), Zanth (Cambion).

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From Left to Right:


- We've finished the Rashemi faction. With some very high level persuasion skills, the Knight Captain will be able to recruit The Ice Troll Berserker Lodge and some of the Wychlaran for the final battle.

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From Left to Right:
Aleksei, Forovan, Jurak, Lena, Radu, Sergei.

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From Left to Right:
Vyk, Yagor, Yulia, Nak'kai's Telthor Animal Companion, Nak'kai.

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From Left to Right:
Katya, Kazimika, Sheva Whitefeather, A Very Angry Telthor Badger.


- We've finished Updating Edwin's Thayan Faction, trying to highlight the distinctions between them and the Academy, as well as give them some more unit diversity. In Edwin's VERY brief takeover of Thay, these were his backers - and each was promised a position as a Zulkir in Edwin's 1,000-Year reign. Or.... twenty-four hours. Whichever. They were then forced to flee with the Conjurer when his plan to rule Thay came to a very abrupt end.

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From Left to Right:
Red Wizard Invoker, Red Wizard Conjurer, Red Wizard Enchanter, Red Wizard Transmuter, Red Wizard Abjurer, Red Wizard Necromancer

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From Left to Right:
Red Wizard Illusionist, Red Wizard Diviner, Thayan Terracotta Pugilist, Thayan Terracotta Archer, Terracotta Warrior.

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From Left to Right:
Thayan Gnoll Berserker, Edwin Odesseiron, Thayan Gnoll Archer.


- We've finished up the Academy of Shapers and Binders faction:

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From Left to Right:
Academy Priests of Oghma, Academy Spell Knights, Commander Oseye, Master Djafi

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From Left to Right:
Oronock, Mistress Namara, The Founder, Mistress Zerzura, Thael-ka


- We've packaged the Figurines of Wondrous Power into a stand-alone package.

- Here are the new creatures added, using models from Cyphre's Companions and WS Creature Conversion Project.

- We've added another twenty pages to the Campaign Bible.

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From Left to Right:
Bronze Tiger, Golden Lion, Amber Spider, Onyx Dog, Jasper boar

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From Left to Right:
Jade Hound, Onyx Steed, Pewter bat, Onyx Panther

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From Left to Right:
Guenhwyvar, Jade Dragon, Silver Snake

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From Left to Right:
Stone Solem, Iron Golem, Clay Golem


- We've Finished up The Companions of Mithral Hall. Sadly, because of the campaign's location in the Forgotten Realms timeline, Catti-brie, Wulfgar, and Brunor are unavailable for a cameo. Nevertheless, we built them, as we plan to release the entire faction package as a stand-alone for modders looking for quick NPCs. (If anyone wants to make an Ale-mug shield and a one-horned helm, we'll happily add it).

- Built Manuals of Golem Creation - Clay, Stone and Iron varieties. The construction of these will be part of Safiya's optional quest-line, and are Wizard/Cleric only items.

- The Amber Spider figurine was remade since the old one looked horrible. Turns out that spindly spider legs don't look very good at 72dpi when reduced to 5% of their source size.

- We have been working to improve the Figurines of Wondrous Power - in order make them truly exceptional summons. They now get the benefits of Jagged Tooth, Animalistic Power and Greater magic Fang instantly when summoned. By this weekend we should have the stand-alone package for the creatures finished for modders.

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From Left to Right:
Regis, Catti-brie Battlehammer, Guenhwyvar, Drizzt Do'Urden, Wulfgar, Bruenor Battlehammer


- kevL has written an amazing script for our Figurines of Wondrous Power, and we have used it to create thirteen of them for the campaign:
- Amber Spider
- Lapis Lazuli Scarab
- Onyx Panther
- Onyx Dog
- Jasper Boar
- Jade Dragon
- Obsidian Steed
- Golden Lion
- Silver Serpent
- Jade Hound
- Pewter Bat
- Bronze Tiger
- Guenhwyvar

We will set these up as a stand-alone add-on.

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Each figurine summons a creature that aids the caster in some way, serving as a long lasting companion until it is slain, dismissed, or the duration expires.

Amber Spider
This reddish, spindly figurine looks like a spider. It is carved from a solid piece of brilliant amber, and is warm to the touch. Once each day, the figurine's owner can transform it into a giant spider, with a poisonous bite and the ability to cast high level web spells.

Lapis Lazuli Scarab
This small insect is carved from vibrant lapis lazuli, and set into a base of yellow gold. Once each day, the user can command the device to change into a heavily armored giant beetle. The creature is able to withstand a tremendous amounts of punishment.

Onyx Panther
This large piece of onyx is carved in the shape of a panther striking at some unseen prey. Once each day, the statue can transform into a large black panther. The creature is a powerful melee attacker, who excels at sneak attacks, stealth and silent movement.

Onyx Dog
A glossy piece of polished onyx, fashioned in the shape of a black dog. When summoned, (once per day), the animal loyally follows its owner, and is capable of casting beneficial status buffs on itself and others in the party.

Jasper Boar
This ornately carved piece of red jasper resembles a savage looking boar. Once each day, the figurine may transform into a large boar, capable of entering berserk rages and cleaving multiple foes in a single strike.

Jade Dragon
A delicate piece of green jade, carved to resemble a dragon. Once per day, the sculpture can change into a young bronze dragon, capable of casting healing spells and fighting for its owner until it's duration expires or it is slain.

Obsidian Steed
This pitch black obsidian shard has been fashioned to look like a fierce horse. Once each day, its owner can transform it into a vicious Nightmare, capable of attacking enemies and going ethereal at will.

Golden Lion
This lion is carved from a small gold ingot, and glitters in the light. Once per day, it may be commanded to transform into a mighty lion, capable of powerful melee attacks and causing fear in its enemies.

Silver Serpent
This intricate carved snake is made from sparkling silver, and shows no trace of tarnish. Once per day, the figurine can transform into a large snake, with a poisonous bite and the ability to paralyze enemies at will.

Jade Hound
A sleeping dog is carved into this piece of streaked jade. Once each day, it can be compelled to turn into a magical dog, capable of defending its owner, casting blur, and placing enemies into an enchanted slumber.

Pewter Bat
A small pewter bat, intricately carved and cold to the touch. Once a day, the sculpture can change into a shrieking, biting bat. The creature steals life from those it attacks, and it's horrible keening can confuse its enemies.

Bronze Tiger
This small bronze tiger looks incredibly lifelike, a masterpiece of casting. Once a day, the figurine may transform into a large white snow tiger, with the ability to fight enemies and cast haste on itself and others.

The Onyx Panther Guenhwyvar is a magical creature called from the Astral Plane, and is the companion of Drizzt Do'Urden. Unlike most other figurines of wondrous power, she is intelligent, free-willed and dearly loves her master. Guenhwyvar is lethal in melee combat, and is more than a match for many seasoned warriors. She is capable of killing targets instantly on high enough attack rolls.

Note 1: Anyone but Drizzt who uses Guenhwyvar will be immediately attacked by her.

Note 2: All figurines automatically gain Greater Magic Fang, Jagged Tooth, Bear's Endurance, and Bull's Strength upon summoning.


- We've added 22 new images to the icon set, based on various figurines of wondrous power.

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The Stand-alone version of the icons is available HERE.


- The saintly kevL has created us a modular script template for Figurines of Wondrous Power. Much awesome incoming:

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- It's Friday night, so we're having some fun on the faction front:

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From Left to Right:
Catch-Phrase!!!!, Contract-Porn, Chet Awesome-laser, Shut Up Wesley!, What-ho!, One-shot-Wonder.


- We've touched up the Wa Mercenary force - improved faces, hair, added more Asian weapons, and fixed the issue with the female tabi. While we were at it, we added a few new units.

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From Left to Right:
Wa Bushi, Wa Monk, Wa Shukenja

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From Left to Right:
Was Ninja, Wa Ronin, Wa Wu Jen

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From Left to Right:
Isho Oroshi, Sword Saint of Wa.


- We've Finished up The Luskan Faction for the Rescue Casavir quest-line and the the possibility of purchasing their aid in the final battle (in exchange for Port Llast).

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From Left to Right:
Luskan Clerics of Bane, Luskan Elite Soldiers, Luskan Threshers.

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From Left to Right:
Luskan Officers, Luskan Archers, Luskan Host Tower Mages.

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From Left to Right:
Blaskar Lauthom, Arabeth Raurym, Valindra Shadowmantle, Rimardo Domine


- We've Finished up The Uthgardt Tree Ghost Tribe for the Grandfather Tree quest line.

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From Left to Right:
Tree Ghost Battlers, Tree Ghost Foresters, Tree Ghost Ragers

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From Left to Right:
Tree Ghost Shamen, Tree Ghost Skelds, Tree Ghost Skullcrushers

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From Left to Right:
Tree Ghost Thane, Chief Stone River, Tree Ghost Thane


- We've Finished the Westgate Faction:

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From Left to Right:
Lathanderite Paladins, Fists of Lathander, Favored Souls of Lathander.

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From Left to Right:
Tylanna of the Seventh Rose, Olive Ruskettle, Alias of Westgate, Dragonbait


- We've Finished the Graz'zt's Legion Faction, and improved upon the antagonist's design.

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From Left to Right:
Infernal Vrock, Infernal Hellhound, Infernal Succubus, Infernal Balor

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From Left to Right:
Infernal Hezrou, Golgamauth Shredder of Souls

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From Left to Right:
Plague Beak the Defiler, Houndmaster Hak'leth'arn

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From Left to Right:
Thraxxia, The Kaiser (With Helmet), The Kaiser (Without Helmet).

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A Close-up of The Kaiser, the primary villain in our story.


- We've Finished the Githyanki Faction, and have them ready for battle! Surely you didn't think "all was forgiven" did you? ;)

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From Left to Right:
Githyanki Launchers, Githyanki Strikers, Githyanki War-Minds.

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From Left to Right:
Githyanki Warriors, Githyanki Sword-Stalker, Githyanki Knight, Githyanki Illithid-Slayer

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From Left to Right:
Red Dragon Thrall, Lich Queen Vlaakith CLVII, Red Dragon Thrall


- We've revamped all the Drow Faction, making them more visually distinct and more diverse in combat.

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From Left to Right:
Drow Blackguard of Lloth, Drow Blade Dancer, Drow Priestess of Lloth, Drow Ranger, Drow Rogue, Drow Sorceress

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From Left to Right:
Drow Warlock, Sendai Ri'Fialle, Drow Warrior

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From Left to Right:
Demonweb Pit Spider, Sword Spider, Giant Spider, Red Widow, Bone Spider, Phase Spider


- We've updated the Campaign bible - it's now coming in at 168 pages and 50,000+ words.
- We've added new City Watch guards and updated their equipment - they now use a consistent weapon style, and are most distinct in their combat roles.

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From Left to Right:
City Watch Clerics of Tyr, City Watchmen Archers, City Watchmen Landsknecht

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From Left to Right:
City Watchmen Skirmishers, City Watchmen Warriors, Many Starred Coaks

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From Left to Right:
Sergeant Brockenburn, Colonel Brelaina, Marshal Cormick


- We've updated the landing page credits to reflect the additions.
- Below is the Black Dog Pirate Faction army and updated Black Dog Pirate leaders.
- Only the Barbarian Tribes remain. Every other faction has been finished or greatly expanded using dozens of NW Vault customizations.

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From Left to Right:
Black Dog Buccaneers, Black Dog Corsairs, Black Dog Duelists.

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From Left to Right:
Black Dog Grog-Slingers, Black Dog Ravagers, Black Dog Plunderers.

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From Left to Right:
Tokka Bauche, Vespa Razorgrin, Captain B. Blessed, Navareen Nevermourn, Craigmiester.


- We've spent the last five days creating the various faction armies and NPCs. Essentially we are building everything that can engage in combat. We've downloaded a enormous amount of content from the NW Vault, and used it to help customize each faction.

- We made some design updates to the various Campaign Companions using the new models and weapons we've acquired. Nothing too drastic, but some worthwhile improvements nonetheless.

Once we finish the faction update, we ill post images and update the older faction photos.


- We're in the process of taking rjshae's advice and playing around with some of the custom content available on the NW Vault.

- We've added some new types of enemies to every faction and revisited every group with an eye of making them more unique.

- Once we finish up, we will replace each faction's photos and provide links.

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Above is a tase of some of the changes and additions, the Drow Blade Dancer of Sendai's faction.


- We've finished up the forces of Silverymoon:

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From Left to Right:
Silverymoon Clerics of Mielikki, Knights in Silver, Members of the Spellguard.

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From Left to Right:
Sir Terrien Doucard, High Mage Jorus Azuremantle, Lady Alustrial Silverhand, Silverymoon Rangers.


- We've updated the credits on the landing page to reflect new models added to the campaign.
- We're putting some extra effort into the army of Silverymoon. You can see our progress on the Knights in Silver below.

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- We've finished up the Crossroad Keep Greycloak Garrison:

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From Left to Right:
Corporal Dobbson, Lieutenant Light of Heavens, Colonel Kana, Major Tann, Captain Bevil Starling, Sargent Katriona

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From Left to Right:
Greycloak Swordsman, Greycloak Archer, Greycloak Lieutenant, Greycloak Sargent, Greycloak Skirmisher, Greycloak Pikeman

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From Left to Right:
Sargent Jalboun of the Two Blades, Daeghun, Ambassador Casavir, Sand, Deekin


- We've finished with Sendai's Drow Army:

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From Left to Right:
Drow Cleric of Lloth, Drow Ranger, Drow Rogue, Drow Sorcerer, Drow Warlock, Drow Warrior

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From Left to Right:
Demonweb-pit Spider, Giant Spider, Phase Spider, Red Widow, Skull Spider, Sword Spider

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From Left to Right:
Matron Sendai Ri'Fialle


- We've finished up Edwin Odesseiron's Thayan Force.

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From Left to Right:
Red Wizard Invoker, Red Wizard Conjurer, Red Wizard Enchanter, Red Wizard Transmuter, Red Wizard Abjurer, Red Wizard Necromancer

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From Left to Right:
Thayan Terracotta Archer, Edwin Odesseiron, Thayan Terracotta Warrior.


- We've completed Isho Oroshi's Wa Mercenary Company:

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From Left to Right:
Wa Ninja's, Wa Bushi's, Wa Ronin

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From Left to Right:
Wa Monks, Isho Oroshi, Wa Wu Jen


- We've completed the Neverwinter City Watch Henchmen if the player sides with them instead of the Shadow Thieves when they infiltrate Neverwinter.

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From Left to Right:
City Watch Clerics, City Watchman Archers, City Watchman Warriors

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From Left to Right:
Sergeant Brockenburn, Colonel Brelaina, Marshal Cormick


- Our 3D modeler has some great shots of the ToH's new walls and the floor.

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The texture on the floor really makes it look like ornate ceramic tiles - VERY well done.


- Updated the landing page, removed Bioware links.
- We have designed the Shadow Thieves for the campaign, who will, if the player chooses to ally with, help the party battle the Night Masks for control of Neverwinter's underworld.

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From Left to Right:
Shadow Thief Clerics of Shar, Shadow Thief Hawkeyes, Shadow Thief Nimbleblades

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From Left to Right:
Shadow Thief Silhouette, Belueth the Calm, Grandmaster of Shadows Aran Linvail, Cloakmaster Axle, Shadow Thief Silhouette


We are working on an official title for our NWN2 campaign, and we'd like your feedback on a few of the options.

The plot is driven by the Arc-Demon Graz'zt's attempt to usurp Shar's divinity using an unsealed tear in the Shadow Weave. (A hole created in Black Garius's attempt to usurp the King of Shadows, and located in Crossroad Keep's basement). To this end, the demon sent a powerful band of villains to seize control of Neverwinter and sow chaos along the Sword Coast. The Knight Captain, freshly returned from his trials in Westgate and the Unapproachable East is all that stands between the fiend and ultimate power.

Presented below are some possible titles please let us know which one sounds best to you:

Nightsinger's Bane
- A reference to The Kaiser and Graz'zt effectively killing Shar if their coup succeeds.

Thief of Shadows
- The adventure deals heavily with the struggle between the Shadow Thieves of Amn and the Nightmasks, and the titles widens into a double reference when you consider Graz'zt and The Kaiser intend to steal Shar's divinity.

- A Straight up Reference to Graz'zt's plan to absorb Shar's power through the rift in the Shadow Weave left by Black Garius.

The Dark's Corsairs
- The Demon Prince Graz'zt intends to sieze Shar's portfolio, and the title also serves as a triple reference to The Kaiser's Band usurping the throne in Neverwinter and the Black Dog's Piracy. The antagonists are a triumvirate quite literally "stealing the darkness."

The Void's Advocate
- Although he/she is ignorant of the fact, the Knight Captain is actually Shar's unwitting champion in this entire adventure. Only at the story's close, when the narrator is revealed to be the Nightsinger herself, will the players realize they have been her strongest champion - and the title will suddenly make sense.


- The Campaign Bible. has swelled to almost 140 pages. Its doubled in size since we last posted, and we are closing on the final chapters of the narrative. It has been a long process fleshing out the story, and we appreciate the patience while we work on polishing everything. While there is still a long way to go in the writing department, we are far enough along now that we can once again focus more on game rather than story development.

- We have designed the Night Masks's mooks - Deathbringers, Heart Piercers, Clerics of Mask, and Shadow Master Tam, Orbakh's direct underling, and member of The Kaiser's perverted Neverwinter Nine.

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From Left to Right:
Night Mask Clerics of Mask, Night Mask Deathbringer, Shadow Master Tam Bakk, Night Mask Deathbringer, Night Mask Heartpiercers

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- Another 4 pages added to the Campaign Bible.
- Spent the day collaborating with Injate and kevL "setting the table" for the campaign's variable data. We managed to create a functional "map" that will allow the player to customize the campaign based on many of the more "critical" decisions made in the IC, MotB, SoZ and MoWG.


- Our 3D Modeler is hard at work refining the ToH traps and log-book.
- Writing the dialog for the Black Dog Pirate encounters in the Whalebones.
- I'll show off the new Fresco Hall walls as soon as we get a breather to grab some screenshots.


- We're back in business!
- The first Treatment of "The Vigilant II" is complete, we'll share more info as we have it.
- Kaldor Silverwand has built an AMAZING Hammer of Thunderbolt's for the Campaign:

The Hammer of Thunderbolts Components:

True-Name Scroll:
This scroll carries the name of the Hammer of Thunderbolts. Until this item is found and then used on the hammer, the bludgeon will not gain extra powers when worn with the belt + gloves.

The Hammer of Thunderbolts +3:
- Unique Ability: Throw-able - like a throwing axe.
- Returns to user's hand after throwing.
- +3 Enhancement
- + 4d6 Bludgeoning Damage
- Adamantine

The Gauntlet's of Ogre Power:
- +6 to Strength when worn
- +6 Regeneration
- Immunity to Poison
- Immunity to Disease

The Belt of Giant Strength:
- +7 to Strength when worn
- 10 Slashing Damage Reduction
- 10 Bludgeoning Damage Reduction
- 10 Piercing Damage Reduction

The items interact with each other when worn together:

The Hammer of Thunderbolts + Gloves + Belt:
- Enhancement bonus becomes +5.
- Kills any giant it hits DC 30.
- Throw attack now gives off a thunderclap, stunning everything in it's area of effect, DC 20.

The Gauntlet's of Ogre Power + Hammer + Belt:
- Wielder becomes immune to level and ability drain.
- Wielders gains the ability to cast "Call Lightning Storm," "Chain Lightning" and "Lightning Bolt" once per day each.

The Belt of Giant Strength + Hammer + Gloves:
- Strength bonus rises to +12
- +5 to all fortitude saves.

Additionally, while there are a specific pair of gloves and belt attuned to the hammer, Kaldor has ensured that the standard Gauntlets of Ogre Power and Belts of Giant Strength work properly with hammer and scroll!

Check out the video aboive for his creation in action - what a great addition to the campaign!!!


- Completed the first pass of the Marid Wish-Duel.
- Updating the Campaign Bible.


- Migrating all of the Campaign Add-Ons to the Nexus Mods Website.
- Migrating the content from this thread to the Nexus Mods Website.
- Nearly completed the Marid Princess's "wish game" text.
- Completed Current Development team and Contributor's list.


- Our artist has started on the portraits for Female Charissa and One of Many.
- Our 3D Modeler is continuing with the final polishing of the ToH.
- We're working on the throwing weapon conversations with Jacoby.
- Working on a magically refilling Bag of Goodberries, usable only by druids.
- Creating the Goodberry food item. Goodberries heal a small amount or serve as a food item.
- Creating Goodberry bag item and icon.
- Continuing to train Swaygr in the toolset.
- Creating a blank module containing all of our scripts, creatures, icons and other resources for Swaygr to use for the Infinite Abyss zone.

Bountiful Bag of Goodberries:
This supple buckskin pouch will, on command, create a small handful of magical berries each day. The user may elect to eat the "Goodberries," which provide an entire day's nourishment, or use them to heal 4 points of damage. Only Druids can command the magic of this pouch.

    • Power 1: Create Item: Goodberry, Useable 1 time per day.
    • Power 2: +2 Skill Bonus Survival.
    • Power 3: +1 Wisdom (Ioun Stone Bonus, stacks with wisdom enhancing equipment).
    • Power 4: Usable only by Druid
    • Power 4: Usable only by Neutral

This is a small fistful of plump, juicy berries that radiate a faint aura of magic. When eaten, they can, (at the user's option), feed a full grown adult for an entire day or heal 4 hit points of damage.

    • Power 1: Flagged as a food item, consumed on rest in place of rations.
    • Power 2: Use to heal 4 hit points of damage.


- CK Campaign Bible is now over 70 pages.
- Currently writing an encounter with the Marid Princess and her... "wish" game.

And no, I have not yet added some less caustic dialog. Once I get the last few plot pieces organized, we can go back for rewrites.

The next week is going to be largely consumed by fleshing out the first round of the campaign bible and then discussing the feasibility of what we have planned.


- The Campaign bible has had about 30 pages added to it.
- A special set of items which gain power as pieces are added is being developed.
- Our 3D Modeler has been hard at work creating an amazing floor for the Tomb of Horrors - check it out!!!

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- Tomorrow will be spent training Swaygr, a fellow Designer, to use the toolset. He's going to help us create new areas. Once he does a few test maps, the plan is to turn him loose on the infinite dungeon, which will free some time up for me to focus on story and plotting.

- Our 3D modeler/programmer is currently tidying up the ToH, getting some nasty surprises ready and making their glorious Juggernaut Golem squish people. Once they finish, ToH is ready for open Beta Test.

- The epic throwing weapon's /use inventory items will now properly generate 20 throwing weapons 1 time per day. Still need to tidy up their script's due to some... let us say... redundancies that kevL pointed out. But they work. Honest. This time.... for real....


- Spent 6 hours working on the campaign overview/story/area description document.
- Creating the legendary throwing weapons /use functionality.
- Training a fellow graphic designer to use the toolset this weekend so I can get some more help in area creation.


- Finished the new icon set for the additional throwing weapons.
- Created several Easter-egg items.
- Updated the Throwing Weapons entry.
- Updated the icons 2DA files.
- Working on some less "lawful-jerk-ass" dialog options.
- Updating the Icon Pack HERE.
- Creating 3 Legendary throwing weapons.

Vasavi Shakti
This potent dart was the magical weapon of a foreign deity named Indra. It was given to the great hero Karna and used against Ghatotkacha in the Mahabharata war. One each day, the weapon can generate 20 copies of itself, which may be hurled at one's foes.

Pangu's Throwing Axe
In a distant land it is believed the god Pangu forged the world. To create order from the primordial chaos, he separated the light and darkness with a swing of his giant axe. One each day, the axe can generate 20 copies of itself, which may be hurled at enemies.

Munetoshi's Star
This shuriken was said to have belonged to a powerful and mysterious ninja clan far beyond the Unapproachable East. Once per day, the weapon can create 20 copies of itself, which can be hurled at opponents in battle.

Note: I removed the .2da file from the zip file until I have time to sync it with the reserved 2DA list provided by rjshae.

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Overview: We've been correcting an oversight in Neverwinter Nights 2 - a lack of quality throwing weapons. Due to developer oversight or time constraints, the game lacks some projectile weapons in a sufficient quantity, (and quality), to support a character based on their use. Because of this, shuriken, throwing darts and throwing axes are regulated to backup weapons or vendor trash, and their related feats and classes (stormlords), come are vastly under utilized.

1): To address this issue we have added several "epic level" stacks of shuriken, throwing axes and darts. The stack sizes are 100, and comparable, if not exceeding the power of other legendary weapons, due to their limited nature.

2): Added Seven new material components which drop semi-regularly from monsters throughout the campaign and in the infinite dungeon:
- Flame Devil Tooth (Fire)
- Frost Demon Tusk (Cold)
- Thunderbird's Heart (Electricity)
- Venom Drake Hide (Acid)
- Banshee Essence (Sonic)
- Lich Dust (Negative Energy)
- Couatl Scales (Positive Energy)

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3): Created a series of crafting quests from the Merchant Jacoby to forge powerful throwing weapons of various types:

- Dragon's Breath Throwing Weapon:
These weapons glow as though red-hot, and yet, they are cool to the touch... until thrown in anger,at which point the air around them shimmers with heat.

Required Item: Dragon Tooth
Stack Size: 50
Sell Value: 5,000 gp per 50
    • Power 1: +6 Enhancement bonus
    • Power 2: 5d6 Fire Damage
    • Power 3: 25% chance of Fear on hit, DC 24, 2 round duration
    • Power 4: On Hit: Fireball, level 2

- Winter's Heart Throwing Weapon:
These throwing weapons glow with a pale radiance, and small ice crystals drift lazily from their blades. When thrown, they explode into a cloud of absolute cold.

Required Item: Frost Demon Tusk
Stack Size: 50
Sell Value: 5,000 gp per 50
    • Power 1: +6 Enhancement bonus
    • Power 2: 5d6 Cold Damage
    • Power 3: 25% chance of Ability Drain - DEX on hit, DC 24.
    • Power 4: On Hit: Ice Storm, level 2.

- Raging Thunder Throwing Weapon:
Tendrils of electricity coarse over the surface of these weapons. Harmless until thrown, they strike with the fury of a thunderbolt upon striking a foe.

Required Item: Thunderbird's Heart
Stack Size: 50
Sell Value: 5,000 gp per 50
    • Power 1: +6 Enhancement bonus
    • Power 2: 5d6 Electrical Damage
    • Power 3: 25% chance of Daze on hit, DC 20, 4 round duration
    • Power 4: On Hit: Chain Lightning, level 2.

- World Serpent's Throwing Weapon:
Highly corrosive acid drips from these throwing weapons. The fluid is harmless until hurled, at which point the weapon is capable of dissolving the strongest steel in seconds.

Required Item: Venom Drake Hide
Stack Size: 50
Sell Value: 5,000 gp per 50
    • Power 1: +6 Enhancement bonus
    • Power 2: 3d6 Acid Damage
    • Power 3: Poison on hit, DC 28, 1d2 Constitution Damage
    • Power 4: On Hit: Bane, level 2

- Harmonic Dissonance Throwing Weapon:
These throwing weapons seem to throb and vibrate in your hands. When hurled, they explode into a cacophony of destructive sound, shattering teeth, bones and eardrums alike.

Required Item: Banshee Essence
Stack Size: 50
Sell Value: 5,000 gp per 50
    • Power 1: +6 Enhancement bonus
    • Power 2: 3d6 Sonic Damage
    • Power 3: 25% chance of Confusion on hit, DC 26, 3 round duration
    • Power 4: 25% chance of Stun on hit, DC 26, 3 round duration

- Tomb Reaver Throwing Weapon:
These weapons crawl with a black radiance, and seem to consume the very light around their wielder. When thrown, they explode with crackling necromantic energy which attacks the very life-force of their target.

Required Item: Lich Dust
Stack Size: 50
Sell Value: 5,000 gp per 50
    • Power 1: +6 Enhancement bonus
    • Power 2: 3d6 Negative Energy Damage
    • Power 3: Level Drain on hit, DC 20, Negative Energy type
    • Power 4: Vampiric Regeneration +5

- Radiant Heart Throwing Weapon:
These weapons radiate benevolent - and potent - energy. Evil creatures in particular are quickly smitten by the weapon's holy power.

Required Item: Couatl Scales
Stack Size: 50
Sell Value: 5,000 gp per 50
    • Power 1: +6 Enhancement bonus
    • Power 2: 3d6 Positive Energy Damage
    • Power 3: 25% chance of Blindness, DC 24, 4 round duration.
    • Power 4: On Hit: Hammer of the Gods. Level 2

When the party has any of the components on hand, this will trigger a dialog option when interacting with Jacoby to create a stack of the throwing weapons, the type will be chosen by the player. The objects mention in their descriptions that a master weaponsmith will be able to use them to forge powerful throwing weapons.

4): We have added the following throwing weapon types to all fletching vendors, which mirroring arrows, bolts and bullets of the same variety:
    • +6 Enhancement bonus
    • Acid
    • Anti-Summoning
    • Darkness
    • Detonation
    • Divine
    • Fire
    • Ice
    • Lightning
    • Grease
    • Perification
    • Piercing
    • Poison
    • Mild Poison
    • Silence
    • Vampiric
    • Were-bane

These additions should go a long ways to making characters created around the use of throwing projectiles much more fun, interesting and viable to play.


- Compiling the campaign story/area into a single word document.
- Beginning the first round of character dialog. Opinions welcome & encouraged.
- More testing of KevL's "demon-spawn-on-etheralness" addition to the tomb.
- Fixing the forsaken pit I broke.


- Cosmatic touches to the throne level.
- Implementing kevL's script which conjures demons to attack anyone who goes ethereal.
- Addin hidden walls, levers to open them and a reason to get squished by the juggernaut.
- Adding part 1 of an easter-egg that will only become useful in the full campaign.
- Trying to fix the forsaken pit and one other which is giving me fits when it comes to NPC's helping you escape.


- Tidying up the dialog, adding some new ending conversations.
- Getting the 7 pit traps in the fresco area behaving with the new rope system.
- Removing an infinite loop from the pit code.

New Weapons in the Dragon's Lair:
- Great axe: Solamnic Great Axe +4
- Battle axe: Death Cleaver +4
- Dwarven waraxe: Axe of the Glacier Jarl +4
- Hand axe : Loki's Dull Left Axe +4
- Bastard sword: Foebane +4
- Great sword: Joril's Toothpick +4
- Dagger: Dagger of Evocation +4
- Kama; Tsunami +4
- Kukri: Boneblade +4
- Sickle: Spectral Brand +4
- Longsword: The Equalizer +4
- Falchon: Psion's Blade +4
- Rapier: The Nightshade's Stunning Stab +4
- Scimitar: Kachniko's Scimitar +4
- Katana: Full Moon +4
- Short Sword: Athasian Short Sword of Quickness +4
- Flail: The Sleeper +4
- Light Hammer : Dragonsworn Hammer +4
- Warhammer: Hammer of Thunderbolts +4
- Mace: the Balance of Kelemvor +4
- Warmace: Storm Star +4
- Club: Gnasher +4
- Morning Star: Acolyte's Mithral Morning Star +4
- Druid Quarterstaff: Nature's Sharp Fang +4
- Mage Quarterstaff: Drow Staff of Lloth's Hate +4
- Cleric's Quarterstaff: Staff of Purity +4
- Spear: The Spear of Kuldahar +4
- Halberd: The Harmonium Halberd +4
- Scythe: The Dark Scythe +4
- Longbow: The Ebonwood Composite Longbow of Larson +4
- Shortbow: Eagle Bow +4
- Light Crossbow: Wendersnaven's Dream Bow +4
- Heavy Crossbow ; Crossbow of Searing +4
- Sling: Zerthimon's Path +4
- Shuriken: Stars of Sohatchi +4
- Throwing Axe: Azuredge +4
- Dart: Asp's Nest +4

The intent here is to create some reasonably powerful. quickly accessible weapons for players who start the ToH standalone module without importing from other games. We did our best to make one weapon for any possible specialization or player weapon choice. The Throwing Weapons stack in 200 so it's possible to actually make use of them for specialists of that type. Savvy players will recognize many of these objects from AD&D lore, which should be a nice bonus for those who keep up on that sort of thing.


- Updating the Landing Page Downloads so they... you know... work.
- Play-testing - which is so much less fun that it sounds like.
- Adding the Flail of Ages to the legendary weapons list.
- Adding The Sleeper, Boneblade, Crossbow of Searing and Eagle Bow to the Dragon loot.
- Adjusting the Hatchling's loot.
- Adding a teaser for our 3D Modeler's work in progress:

Neverwinter Nights

They are doing an astounding job so far.


- Adjusting the encounters in the fresco area - reducing difficulty slightly.
- Pit traps in the fresco area now only trap the person who sprung them, not the entire party.
- The poisonous gas coming from floor grates now no longer shows up as a trap.
- The poisonous gas coming from floor grates can no longer be disarmed.
- Making the mummy fresco encounter more difficult.
- Reducing Bloodbones HP.
- Reducing AC and HP on Iron Shadows.
- Reducing Hellspawn Firenewt Rogues, Warriors, Druids and Archers hit points by 250 each.
- Fixing Tomb entrance Journal entry.
- Refocusing many of the monster encounters to "properly reward" player greed rather than simply spawning on area entrance.


- Continuing to test and implement the kevL improved Markshire Rope System.
- Updating merchants.
- Updating the climbing manual to reflect mechanics changes.
- Getting angry with WinLAME and using Adobe Soundbooth instead.
- Converting the soundtrack to 128kbp .BMU files.
- Dealing with painful Dropbox connectivity issues.
- Fixing an issue with the Rust Monster attack animations.
- Setting up the ambientmusic.2da for CK and ToH.
- Writing Intro dialog. (We will need a female narrator with a refined British accent, may have to save up money for a voice actor proper).


- Styling Elminster's Ecologies and formatting it so the book is more readable.
- Creating a new Monster - The Skeletal Champion.
- Adding placeables and encounters to "the final level."
- Adding kevL's updated climbing script and running tests on it.
- Adding ArtEChoke's Mimic to several places.
- Having NO FUN with conflicting HAK packs. Fixing the issue took all day.
- Adding Lord Emil & September's Rust Monster to the ToH. They just ate our rings.
- Adding a Door 1 and Door 2 Sadistic choice to "the final level."

"You've Chosen Your Doom..."
"Despair Shall Loom..."
"Now Get Ready..."
"You'll Die In This Tomb!"

Once the climbing script is wrapped up and added to the pit traps, the ToH will be ready for a beta and handing off to our 3D modeler who will add some special surprises.

While the beta test runs, I'll work on a proper introduction and ending movie.


- Getting latest revisions uploaded to Dropbox.
- Getting input/advice on possible implementation of a climbing system.
- Running testing based on community input.
- Creating a new Rope + Piton icon for rogues.
- Creating a word document with the entire plot chain, will then edit for grammar/spelling and make available for download/community review.

The three types of climbing ropes:
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- Thanks Tchos, kevL and kamal_ for the exceptional input and direction.


- Creating three types of rope, requires to use climbing points.
- Adding the Markshire Climbing System by Markshire.
- Writing a Climbing Manual.
- ToH typo corrections.

- Creating special rewards for anyone able to actually defeat the REAL Acererak in AP2: ToH.
- Creating an Enchanted Waterskin.
- Adding the magical item: Murlynd's Spoon.
- Testing new magical items.

Murlynd's Spoon:
This roughly carved wooden spoon is actually a potent magical item. When placed in an empty bowl, cup, or dish, the vessel fills with a thick, pasty porridge - with a taste and texture not unlike wet cardboard. Despite the food's appearance, it's as nourishing as a full meal.

The utensil can generate food once each day.

- Unique Power: Create Food - Porridge. (1 use per day)

Enchanted Waterskin:
Made from supple goat hide, this waterskin is enchanted to resist wear and grime, appearing as though it were newly made. A round emblem is embroidered on both sides of the flask, depicting eight wizards standing in a circle, each casting different magical spells.

This waterskin refills itself, making it one of the most boring - yet highly practical - mystical items an explorer can invest in. Twice per day the flask opens a small portal to the elemental plane of water, magically regenerating its contents.

- Unique Power: Heal Thirst Gauge 15. (2 uses per day)

EDIT: Nerfed Murlynd's Spoon: Preventing unlimied gold exploits.
- Spoon now only generates one porridge per day.
- Porridge now cannot be traded.
- Porridge now cannot be sold.

Intent: Anyone actually able to beat the Demi-lich form of Acererak - not the false Lich version required to advance the campaign plot - has accumulated a level of power that far exceeds what will be necessary to complete the actual campaign. For frame of reference, demi-lich Acererak is a bonus optional Super-boss in a campaign designed to be "Dark Souls difficult."

The Murlynd's Spoon and Enchanted Waterflask are rewards for a truly reality defying player, the pair of which will allow one single character to effectively ignore the food hydration system. If the player is at such a power level they can actually complete the Tomb of Horrors and destroy the true form of its master, they will have quite handily totally exceeded every shred of challenge the main campaign can offer.

I.E. Congrats - you broke reality. Trust us... if you have these items... you earned them. Consider them a bragging rights reward with some handy bonus features. Anyone capable of beating Demi-Lich Acererak has transcended all mortal limitations.

PS: Yes we plan on having a counter to Spiritual Evisceration.


- Setting walking waypoints and adding heartbeat action scripts to the ToH NPC's.
- Fixing a Warmace, rapier, morning star and mace graphic - Obsidian used the wrong one.
- The latest updates to kevL's hydration system.
- Updating Elminster's Ecologies: Appendix IV - Beasts of Oerth.
- Creating waypoints for all encampment defenders to return to their starting positions after killing monsters.


- New updates to the Monstrous Compendium.
- Added new encounters to the throne room.
- Fixed an Adamantine Door so that it now locks the players in properly.
- Restoring Captain Lastri's original SoZ crew.
- Discovering an error in my testing methodology, thanks to kevL, and am now no longer trying to "fix" unbroken things.


- Fixing a major mistake in the ToH. Tchos and kevL helped me track it down.
- Adding Copper Pieces and Rhinestones... say what? Acererak is a jerk?
- Mimic's added.
- Added a fountain to drink out of.
- Added a fountain that you probably shouldn't drink out of.
- Two Words: Rust. Monsters. Have fun with that.
- Creating a character icon set sized to Tchos's UI. Will be included in the download for those using that interface.


- A great deal of Photoshop editing to the character portraits.
- Creating parchment.
- Creating character icons.
- Creating high resolution artwork for the intro movie.
- Creating a less-evil Kaiser icon.
- Alterations to Sendai's portrait.
- Painting Rinara's hair black.
- Fine-tuning some of the icons, making the outer glow a bit less bright.
- Added the Handsome Gann reskin by FokSiGen and Xaltar.

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We have successfully deployed the Hydration System designed and coded for us by kevL. Huge thanks and accolades are warranted for his exceptional effort and outstanding results. Read on!

- We have added a collapsible bar to track character thirst - the Hydration Bar.
- All players and NPC's will occasionally need to drink to maintain their Hydration Bar.
- The hydration bar decreases 2% every in game hour, (10 minutes).
- At 75% the player begins accruing small penalties to their stats, and as the bar decreases, the severity of the debuffs increase exponentially.
- At 0%, the character dies of dehydration, a process that takes a bit over two in game days with nothing to drink.
- Drinking Water, Wine, Ale or Spirits will increase the Hydration bar.
- Drink Values: Water 5%, Wine 3%, Ale 5% or Spirits 1%.
- (Thanks again to kevL for tuning up the rations system as well) - all characters will need some food in their inventory to rest.
- A Cache of water, ropes, torches and food has been added to the lobby area - the Vigilant II.
- The Ship's Vendor now sells Waterflasks and Iron Rations.
- The General Adventuring Supplies Merchant now sells Waterflsks, Iron Rations and Magical Medical Supplies.
- The Mordenkainens Magnificent Mansion summoned merchant now sells Waterflasks and Iron Rations.
- The Magical Casks in the Mordenkainens Magnificent Mansion now dispense Waterflasks, Ale, Wine and Spirits on demand.
- The Kitchen Table in the Mordenkainens Magnificent Mansion has been stocked with a small cache of food.
- New equipment has been added to the Magical Equipment Vendor.
- All NPC characters now begin with Iron Rations and a full Wateflask in their starting inventory.
- The Dream Light Crossbow in Kaelyn's inventory has been correctly updated to fire Dream Bolts.
- Organizing the Drop-Box account with a rudimentary versioning system.
- Adding a new NPC to the CK - the Clierc of Ilmater Lvek.
- Finishing the lightning and some touch-ups to the CK Infirmary.
- Updated all bartenders in the CK module to sell the new Waterflasks.
- Updated all of the Guestbooks to prevent a potentially catastrophic bug when an NPC interacts with them.
- Updating the party GUI with notes from kevL.
- Uploading new versions of the ToH and CK modules. Should be completed by tomorrow morning.

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- Our character art has arrived!
- Scanning, cropping and resizing art.
- Working with our artist to fix Charissa's apparent run-in with a girdle of Masculinity.
- Backing up ToH and CK campaigns in preparation for integration of a water ration system.
- Extracting the Cleric Spell Merchant from NWN2: Icewind Dale for those interested.

Huge thanks to our artist, Chad Springer, who went above and beyond with his incredible pen and ink drawings of our campaign Heroes and Villains! If anyone would like to commission him for their own projects, send me a PM and I can place you in contact. He's timely and a true pleasure to work with!

Below: • Eirinn • Terukawa • Rinara • Neeshka

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Above: • Ammon Jerro • Kaelyn the Dove • Mantides • Khelgar Ironfist

Below: • Sendai • Finch • Kistrel • Ithefelle

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Above: • Safiya • Male Charissa • Bodvarr • Umoja

Below: • Isho Oroshi • Gann of Dreams • The Kaiser • Ribsmasher

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Above: • Edwin Odesseiron


- Creating many new icons for medical items, spell components and traveling spell books.
- Updating the icons 2DA file.
- Adding an infirmary to the CK.
- Moving Kaelyn to the infirmary.
- Adding a Healer's Satchel to the Leather Goods Shop.
- Adding magical healing supplies to Ivar the Blessed's shop.
- New healing items - Enchanted Herbs, Bandages, Ointments, Oils, Tonics and more.
- Writing item new descriptions.
- Researching spell books & spell components from various editions of Dungeons & Dragons.
- Soliciting community feedback on adding components and traveling spellbooks as a requirement for Vanican casters.
- Creating layers .tif and .psd files for the icon pack so users can make their own additions/edits/alterations.

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Click HERE to download the updated Icon Pack.


- Getting several nasty scripts finalized with the help of kevL.
- Due to said nasty script, the NPC's needed work on their un-equipped state.
- Finishing off Ithefelle's party join dialog.
- Finishing the lighting and detail work on the demilich's lair.
- Fixing Throne Room Pathing issues.
- Getting the throne room battle and cut scene working properly.
- Making the Green and Blue Devil faces work properly.
- Our artist has finished and mailed us the drawings for the intro movie and character icons.
- Upgrading dropbox so we can handle a proper versioning, directory sorting and more downloads.
- Compressing a version of the ToH and getting it to a programmer who is going to attempt to create a system for drinking water.

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Do you dare?

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- Finishing the Demi-lich's lair. The Shadow Fortress tileset is not pleasant - had to cheat many times using placeables.
- Continuing to update the Stand-Alone ToH module with the various odds'n ends we've developed over the past few months.
- Updates to merchants.
- Integrating the Eat-to-rest system.
- Updates to the merchants - adding Katars to the weapons vendor.
- Sneaking a Helm of Opposite Alignment into the dungeon loot.
- Creating fitting rewards for actually the demilich.

Creating five ultimate weapons as a reward for killing the REAL Acerack:
    • Ame-no-Murakumo-no-Tsurugi - Katana
    • Caledfwlch - Spear
    • Axe of Perun - Battleaxe
    • The Rod of Dagon - Rod
    • Rary's Staff of the Magi - Quarterstaff

These are intended to be the strongest weapons for the new NPC's in the campaign, but they will be dearly earned. If very few people can ever manage to acquire these items without blatantly cheating, we did our jobs properly.

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Trying to keep the terrain interesting, but the tileset did not want to play nice - had to get creative with various placeables.

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The loot pile is equipment the player characters have taken from them by various traps and pitfalls. Everything stolen from the players ends up in the Demi-lich's lair.

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Above is some of the cheating we had to do because of the way the tileset fits together.

Haven't worked on the lightning yet, it's going to be oppressively dark, with a cloying fog hanging over everything.


- Continued writing of main plot arc - approximately 75% finished with outline.
- Searching for an authentic Asian Voiceset - same deal.
- Adding Full Voicesets by Non-Prophet - now we can give Deekin some noise!
- Adding a European voice-set to Kistrel.
- Adding the rest of the custom animation scripts to the main module.
- Fine tuning various NPC's - tables and decorative items had to be lowered/re-positioned to not cause eating/drinking emotes to clip.
- Searching for an authentic Celtic Female Voice Set. (For anyone looking to make a few dollars, I am willing to pay for your time).
- Preparing to upgrade the Tomb of Horrors module with scripting updates so our 3D modeler can work their magic. That part of the project is very close, and will be released as a stand-alone. Anyone wishing to beta-test is welcome to PM me.


- Adding custom animations to the various NPC's.
- Adding TLK Card Game by brockfanning to various idle locations in the campaign.
- Adding Kistrel to the Inn, and making her pseudodragon sleep next to her on the booth.
- Testing the animations and implementing a system to cycle through various different animations.


- Adding Tchos' Visual Effects for Characters.
- Adding a static versions of the NPCs to the main Module.

NPC Locations:
(All static NPC's are tagged - companion name +_inert - example: Tag: eve_inert).
Khelgar: First Floor, Crossroad Keep, Great Hall.
Neeshka: First Floor, Phoenix Tail Inn.
Ammon Jerro: Crossroad Keep Basement, by the Summoning Circle.
Kaelyn: Church of Tyr, Infirmary.
Safiya: Safiya's Laboratory
Gann: First Floor, Phoenix Tail Inn.
One of Many: Crossroad Keep Approach, Graveyard
Charissa: Church of Tyr, East Wing.
Mantides: Church of Tyr, North Wing, by the alter.
Rinara: Shadow Thieves Guild, 1st Floor, at the bar.
Finch: First Floor, Phoenix Tail Inn.
Ribsmasher: The Crossroad Keep Barracks, Mess Hall, double-fisting ale.
Umoja: Crossroad Keep Barn, alongside his animal companion.
Kistrel: First Floor, Phoenix Tail Inn, at a booth.
Terukawa: The Crossroad Keep Theater.
Bodvarr: The Crossroad Keep Barracks, Mess Hall, drinking conservatively.
Eirinn: Second Floor, Crossroad Keep Commons.
Ithefelle: Crossroad Keep Basement, by the Crafting Benches.


- Shadow Thieves Guild Hall foundation completed
- Altering the Darts Game text heavily for grammar and spelling issues.
- Exporting test module data and importing into main Campaign.
- Exhaustive testing of the card, dice and dart games.
- Adjustments to the training hall.
- Adding items to pickpocket from the NPCs.
- Creating a standalone package for those interested in the Thieves Guildhall.
- Writing an install tutorial and Reade_Me.txt file.
- Updating all assets to module format. (2DA, Haks, Textures, Icons, Scripts, etc).
- Creating new guild loading screens.
- Finalizing 2nd floor design and layout.
- Making certain Rogues, Assassins and Blackguards all can access Uncas's special store.

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- Download the standalone version HERE.


- Creating Granite Hold interior.
- Connecting all of the Granite Hold doors and passages.
- Designing the "Member's Only Area" of the thieves guild.
- Getting the darts game working.
- Correcting spelling & grammar in the darts game. (English was the Dev's second language)..
- Setting up rogue training area.
- Updating the World Map with the Evermoors and Lizard Marsh.
- Getting the placeholder in for the NWL card game. Currently using a standard blackjack script as a stand-in.


- Finishing up the Granite Hold area design.
- Creating Granite Hold loading screen.
- Visually inspecting area to quality.
- Updated the Granite Hold Module to the Crossroad Keep Dropbox Archive.
- Reading a tutorial on cut-scenes.


- Creating the World map.
- Editing the 3.5 Forgotten Realms Sword Coast Map - removing writing in Photoshop.
- Creating a Frame.
- Creating a second frame-less version.
- Creating a Compass Rose in Illustrator.
- Adding Islands and other locations to the map for new areas.
- Setting up the map within the toolset.
- Adjustments to the border to make it less a point of emphasis.
- Adding each city and map icon in the toolset.
- Adjusting the Alpha channels on the icons to make the outline more subtle.
- Increasing the size of the islands.
- Additions to the plotting and story sections.
- Fixing Obsidian's Neverwinter and Camp icon sets - the on mouse over was 1 pixel too high, made them appear to jump.

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I might make a custom icon set down the road, I am not particularly thrilled with the black outlines.


- Grabbing some of the nice NWvault prefab areas.
- Modifications and adaptions to the regions.
- Tearing my hair our strand by strand as the toolset constantly crashes while deleting grass.
- Just Add Encounters - Deepsnow Areas by SGK73.
    Will function as the approach to Granite Hold.
- Just Add Encounters - Dwarven Stronghold by SGK73.
    Will function as Mirabar.
- 16x16 City Sewers by Super Midget.
    Will function as the Luskan Sewers.
- Castle_Ext_002_24x24 by Ugly_Duck.
    May function as Granite Hold after extensive modification.
- Pirate_Cave_&_Cove_24x24 by Ugly_Duck.
    Will function as part of the Whalebones.
- AW Woods by Alaster Wolf.
    May function as the forest surrounding Crossroad Keep.
- Feathered Serpent Beach by seraphimsage.
    Will function as the cove the KC sneaks into the Pirate Island from.
- Infernal Kingdom by Chaos_Theocrat.
    Will function as one of the Infinite Dungeon levels.
- Drow Cave by botumys.
    Will function as one of the Infinite Dungeon levels.
- Prefab Town by Gremlin.
    Will be heavily altered into Daggerford.
- Silverymoon - Star Court by Issacjr.
    May be used if a potential quest for Kistrel is implemented.
- Thick Forest by Glimmlampe.
    Will work well for Kryptgarden Forest.
- Unicorn Run by Ladyelvenstar.
    Gorgeous Area. Will use for the Unicorn Run.
- Yamato by SDJ.
    Will serve as the closing area for Terakawa's mustering quest.
- Cliff Rocks by Ho5a.
    May work for the Red Cliffs with extensive modification.
- Marsh and Swamp by Ithalyan.
    Will work for the Evermoors.
- Swamp Prefab by Ithalyan.
    Will work for the Lizard Marsh.
- RWS Pocket Ship Interiors by RWS.
    The interior of the Vigilant II.
- MORTE from Planescape Torment by jestemwlodzimierz.
    The playhouse actors.


- A great deal of time has been spent writing the scenarios out.
- Finishing off the pirates and their flunkies.
- Enabling One of Many for those of us lacking a conscience.
- Fixing One of Many's conversation.
- Balancing the creature, feats, abilities, etc.
- Fixing NPC's so they remain seated when non-party leader player characters enter a room.


- Work on the well and escape tunnel area.
- Creating well transition screen.
- Linking the well to the existing escape tunnels.
- Creating the magical items and icons for a Rope of Climbing and an Enchanted Waterskin.
- Creating a pass for entering the "lounge" and training area of the thieves guild.
- The pass can be bought by assassins, blackguards, and rogues.
- Finishing up the training area.
- Finishing up simple text blackjack and dice games to act as placeholders for now.
- The pass will be automatically given to anyone with the Shadow Thief of Amn Feat or Class.
- If the KC allowed the Shadow Thieves to establish themselves in the keep, they will receive a pass for free.
- Adding an area for a lounge, which will feature more detailed games like the darts, craps, roulette and others from NWL.
- Getting Uncus to offer two sets of items - ones to rogues, blackguards and assassins - and another set to... non-professionals.


- Adding ChimneyFish's Cutscene Blackjack to the Thieves Guild.
- Our cut-purse lair now has a working brothel.
- Adding WarmachineX's Dice InGame to the module.
- Testing testing testing.
- Added enhanced features to Estate to increase its value.
- Fine tuning merchant inventories.
- Adding map points to every area and colorizing them:
    • Map Note - GOLD: 255, 255, 255
    • Guest Book - ORANGE: 250, 133, 0
    • Merchant - BLUE: 0, 174, 239
    • Player House - GREEN: 6, 161, 55
    • Wolf Minion - PINK: 255, 0, 255
    • Exit - RED: 121, 0, 0
    • Quest Giver - PURPLE: 68, 14, 98

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- Creating 9 new icons for the ToH and CK Campaigns.
- Updating the nwn2_icons.2DA file.
- Creating in game ropes, waterskins and backpacks.
- Adding the new items to the various stores.
- Labeling the zones, areas merchants and other points of interest.
- Examining two different coinage systems, deciding which will be the most practical.
- Updating the Icons Package.
- Commissioning two more character head drawings from our artist. (Eirinne & Ithefelle).

We're Attempting to solicit assistance in creating a water meter - similar to the spirit gauge used in MotB. (Anyone who'd like to help, please chime in!) A player character will be required to drink water every so often, or they will become greatly debuffed and eventually die. Merchants will offer waterskins for sale, and players with a high survival skill will be able to use certain locations to drink. (Roughly one per zone).

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- Creating and pallet swapping 45 new icons for the ToH and CK Campaigns.
- Updating the nwn2_icons.2DA file.
- Creating the housing zone keys for each house type.
- Creating 12 new types of magical dust.
- Adding 10 types of ceremonial totems and charms.
- Considering adding climbable areas which require a rope consumable to reach.
- Considering adding copper, silver, electrum and platinum currency to the game.
- Updating my previous Icon pack to contain the new images and resource files.
- Installing Moreus's Trap Fix.
- Adding fixed Traps for purchase to the Shadow Thieves Guild.
- Adding the house keys to Veedle's Store and pricing them.
- Color coding the Peasant Houses on Map, naming their mailbox, doors and map tags.
- Creating several new types of poisons - restricted to Rogue, Assassin and Blackguard classes.

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- Download the stand-alone version HERE.


- Capturing Screen shots for our commissioned artist to draw portrait icons, intro movie slides.
- Commissioning 3D work to revamp the Juggernaut Golem.
- Safiya's Staff of the Magi now recharges off spells and goes thermonuclear properly.
- Adjusted the Location of the key of antipathy.
- Creating a selection of starting gear for the campaign companions.
- Fixing pathing issues in the Throne level.
- Adding Arsan's Hood pack to the campaign/module.
- Beginning the creation of a second hidden NPC, this one quite dastardly - for the evil PC's out there.

The Tomb of Horrors Revamp is a few weeks out from being ready for a second alpha-test. A link will be posted for anyone interested.


- Fixed Charissa's Starting Domains - now properly awards Strength and Fury.
- Fixed Kaelyn's Starting Domains - now properly awards Strength and Good.
- Implementing Silverwand's Use Item Fix script.
- Phone calls and meetings with production artist - topic: commission cost for 20 pieces of original art.


- Added 5 backpacks to the stores using MisterBritish's Backpack HAK set from the NW Vault.
- Updating Kistral, Mantides, Neeshka and Gann to the backpack models.
- Adding new packs to the merchants.
- Attempting to implement a ration system to rest.
- Created a special Backpack for Kistrel, updating character download, equipment download & Bio images.

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Magic User's Backpack:
This backpack is perfect for the adventuring wizard or sorcerer. Not only does it aid in conducting field expedient magical research, it holds a traveling spell book, various material components, and can be used to dispel baleful magical effects and identify mysterious objects until its cache of supplies is exhausted.

   +7 Lore
   +7 Spellcraft
   +7 Concentration
25 Uses:
   - Remove Curse
   - Legend Lore
   - Identify
   - Dispel Magic
Restricted To:
   - Wizard
   - Sorcerer
   - Bard

Rogue's Backpack:
This backpack is ideal for any rogue. It is filled with various picks, pry bars, cordage and other tools appropriate to larcenists and treasure hunters alike. The bag can be used a number of times to disable locks, detect traps and complete other various tasks before its contents are consumed.

   +8 Open Lock
   +8 Disable Device
   +8 Set Trap
25 Uses:
   - Find Traps
   - Knock
   - Choking Powder
   - Tangelfoot Bag
   - Acid Flask
Restricted To:
   - Rogue
   - Bard

Healer's Backpack:
This medical backpack is full of healing supplies, ointments, poultices and potions. Besides greatly improving its user's healing skill, the kit can be used to cure a variety of magical and mundane maladies before its stock of supplies is expended.

   +10 Healing
25 Uses:
   - Neutralize Poison
   - Remove Blindness/Deafness
   - Remove Disease
   - Remove Curse
   - Stone to Flesh
   - Cure Serious Wounds
Restricted To:
   - Cleric
   - Favored Soul
   - Druid
   - Spirit Shaman
   - Paladin
   - Ranger
   - Bard

Adventurer's Backpack:
This backpack contains a useful selection of equipment for any adventurer - a bedroll, large poncho, fire starter, mallet, cordage, tent stakes, bartering guides and various other useful odds and ends. Additionally, the kit has several vials of alchemist's fire, continual light stones, several doses of regenerative ointment, poison antidotes, healing potions and a few applications of camouflage.

   +10 Survival
   +5 Appraise
25 Uses:
   - Light
   - Camouflage
   - Alchemist Fire
   - Cure Light Wounds
   - Neutralize Poison
   - Vigor
Restricted To:
   - None

Warrior's Backpack:
This backpack holds a warrior's arsenal within easy reach - shields, bows, spare weapons and more can be quickly drawn and replaced in combat. The kit helps balance a fighter's gear, improving his ability to parry, and bristling head to toe weapons tends to improve one's ability to taunt and intimidate foes. Additionally, the pack contains numerous enchanted oils and honing stones which can place temporary enchantments on a combatant's weapons - until their supply is exhausted.

   +7 intimidate
   +7 Taunt
   +7 Parry
25 Uses:
   - Keen Edge
   - Weapon of Impact
   - Flame Blades
   - Greater Magic Weapon
Restricted To:
   - Fighter
   - Paladin
   - Blackguard
   - Barbarian
   - Swashbuckler
   - Ranger
   - Bard


- More text refinement and typos fixed.
- Learning how to implement ColorsFade's day/night system.
- Day/Night UI successfully added.
- Time tracking heartbeat script added.
- Still trying to get the 8 hours rest to work, it interferes with existing scripts, trying to adapt.
- Some strange pathing issues cropping up - when viewed in the editor the walkmesh looks fine, in game, the character cannot walk over the area in question - an empty hall way. In another instance, the character seems to be "stuck" running in place, but after a few seconds, "warps" to the correct location. Baked multiple times, attempting to find a solution.


- Adjusting Transition tunnel lightning.
- Working on smoothing out several conversations.
- Attempting to create a cut-scene in the transition tunnel.
- Attempting to add more hints and tips for loading screen. Searching for tutorials.
- More grammar fixes.
- Working with the art-team to flesh out the introduction movie.


- New Alpha of ToH uploaded to dropbox: https://www.dropbox....2/
- Adjustments to all lightning based on feedback from posters here.
- Testing of Eirinn conversation, should now work fine if party is careful.
- Adding new test-doors to the shore to transport tester to all relevant locations.
- Guestbook and Passenger Manifest now merged into one book.
- Guestbook now clears party on use to prevent adding more than five NPCs.
- Sir Harkin now properly attacks party if you side with The Pact Binder in the tomb.
- Fixed issues with the Adamantine Golem attack when a deal is struck with The Professor.
- Conversation typo fixes/improvements.
- Testing all /use items to make certain they have not been negatively impacted by the changes.
- Safiya's Staff of the Magi now utterly nukes everything near her if retributive strike is used. Party and herself included.
- Dragon Lair battle made slightly harder, added cues to conversation to help player understand killing bronze dragons. Is. Not. Nice.
- Most conversations updated to SoZ party chat so party Diplomacy, Bluff, Intimidate, Taunt, Perform and Detect Evil are usable.
- Safiya now receives "transmuter" specialization properly, and can advance as red wizard once the proper feats are purchased.


- Finalizing Eirinn's dialog tree.
- Several hours of testing all dialog options.
- Fine tuning scripts called in dialog tree with regards to party management.
- Spelling/grammar checking new content.
- Adjustments to the Rip-off chest that holds stolen equipment.
- Attempting to turn her level drain chant into an intellect drain chant.


First off, thanks to Schazzwozzer for the great Samurai Armor:

Sorry for the delay, this fellow took a really long time to put together. I had to do a great deal of research on Wa and the rest of the oriental campaign material:
- Plus I bought the 1st Edition Setting Used and read it.
- Then I had to learn about Samurai Armor and traditions..

Then of course I had to write a story, tie it together based on the fictional era, and integrate all of the pieces into the campaign. (Plus make the actual character, equipment, get some screen grabs and write a post). I am a long time DM and player - 25 years this spring actually - but we never explored any of the Kara-tur products, so it was unknown territory for me.

I tooled around with adding an actual samurai class to the campaign, but it was part of a much larger package of classes, and after five hours of attempting to extract just the Samurai and failing, I moved on. It might be something to revisit later, but I also can't let one feature hold up the entire operation for a week while I struggle my way through the trial and error.


- Writing the background of the final Companion.
- Creating its base look.
- Inspecting with a custom prestige class to see if I want to integrate it into the campaign.
- Hating the cape's graphic in NWN2. All of them. This will definitely be a case of never show Armor.


- Finishing Bodvarr's equipment.
- Creating Level 1, Level 10, Level 20 and Level 30 .bic version of Bodvarr.
- Uploading and compressing files.
- Added Bodvarr to the party GUI.
- Added .UTI versions of new equipment for Kistrel and Bodvarr.
- Updated Kistrel and Bodvarr entries.
- Capturing screen shots for Bodvarr.
- Correcting Typos.
- Creating 14 Uthgardt totems and adding to stores.
- Updated features page - companions update, new equipment tier feature.


- Finishing Kistrel's equipment.
- Creating Level 1, Level 10, Level 20 and Level 30 .bic version of the character.
- Uploading and compressing files.
- Added Kistrel to the party GUI.


- Continuing revamp of throne level.
- Making another attempt at a recall stone.
- Creating a Tomb Golem monster as additional punishment for those failing to open the valve-door.

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This lumbering construct appears to be nothing more than an animated suit of blackened armor, with two red pinpoints of light in place of it's eyes. It clutches a cursed two-handed sword that brings doom upon anything struck.

The Tomb Golem is a rare automaton created by powerful clerics to guard tombs or other important locations from desecration. These creatures are ferocious in battle, swinging deadly two-handed swords which lay vicious curses upon anything they strike. Even more distressing, the constructs are nearly immune to physical and most magical attacks. Their only real vulnerability is sonic damage, which deals a terminal blow with every strike.


- Working on improving the level design of the final level of the tomb of horrors.
- Attempting to get the stone of recall working for the Mordenkainen's Magnificent Mansion.

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Granite Hold - approach completed, partial internal complated.

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Implemented Features:
- Area built, pathing completed, baked.

Planned Features:
- Attack by winter Wolves & Frost Giants.
- Encounter by hanging tree.
- Cut-Scene at outside of the fortress.
- Hidden treasure, requires a high search to locate.
- Addition of Golems masquerading as Statues along path.


Sand's Merchant Emporium layout and stores completed.

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Implemented Features:
- Sand's Magician Shop: Wands, Staves, Spells, Robes, Miscellaneous Magic Items.
- Caelryna's Trade Goods: Head-wear, Exotic Weapons.
- Mur'eil & Mar'tauren Hadwell's Jewelry: Rings and Necklaces.
- Katar's added for sale. The Katar is treated by the game a Kama. They are essentially cosmetic, but darn cool.

Planned Features:
- Conversation revamp for Sand.
- Background conversation with Red Wizards.

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Story Background: Mur'eil and Mar'tauren were the only two of Safiya's students who both remained loyal and survived the Academy's purge. The primary reason for her temporary departure after MotB was to rescue these two pupils. Safiya continues their education in her laboratory, and the pair earn a living by selling their "projects" in Sand's shop.

As for Sand, the elf finds the duo's antics barely tolerable - but he enjoys the foot traffic they bring into his shop.


Mordenkainen's Magnificent Mansion layout and scripting completed.

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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.


Cromwell's Training Range layout finalized.

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Implemented Features:
- Layout Complete.
- Cromwell's Store and Tend Design Complete.
- Differing levels of dummy resistance complete.

Planned Features:
- Lever to regenerate the hit points of damaged/destroyed targets.
- The ability to set the damage reduction of various targets.
- The ability to set the type of damage reduction to various targets.


Crossroad Keep Treasury layout and itemization completed.

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Implemented Features:
- Vault contains various trophies from the OC, MoWG and MotB.
- 3 Vault Chests filled with gold, essences and gems.
- Vault only accessible with CK Keep Deed.
- Level design complete, making certain the "gold" stacked with no visible clipping and transparent sides.


Safiya's Laboratory layout completed

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Implemented Features:
- Level Design

Planned Features:
- Several humorous Interactions with Kaji.
- Quest to restore the Construct to working order - and allow Safiya to summon it.
- Several romance related dialogs if the KC fell for her in MotB.


Crossroad Keep Barracks layout finished.

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Implemented Features:
- Greycloak Equipment Merchant.
- Holding Cells.
- Sleeping Quarters.
- Cafeteria.
- Officer's Quarters.

Planned Features:
- Troop interactions and conversations.
- Requesting Greycloak Escorts (Providing the player has the Crossroad Keep Deed).


Phoenix Tail Inn & Tavern layout completed.

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Implemented Features:
- Fully Stocked Bar with fan favorites from the last 20 years of AD&D
- Duncan and a host of other NPC's.
- Rooms for rent, ranging in quality from peasant to nobility.
- Purchasable Food (allows resting).

Planned Features:
- Numerous NPC interactions.
- Several romance related dialogs with Gann if the KC fell for him in MotB.


- Creating levels 1-30 Pseudodragon Familiar.
- Creating levels 1-30 Sylph Familiar.
- Creating levels 1-30 Skeletal Minion Familiar.
- Creating levels 1-30 Intelligent Sword Familiar.
- Created 21-30 progression for Kaji, not currently used, but needed doing.
- Creating creature properties for each familiar, levels 1, 11 and 29.
- Creating Four tiers of Weapons for the Intelligent Sword.
- Creating Four tiers of Armor for the Skeletal Minion.
- Assigning the Pseudodragon to Kistrel as a familiar.
- Creating descriptions for each new familiar.
- Adjusting the TLK file to show new titles/descriptions.
- Adjusting the .2DA file to accommodate the new pets while not interfering with existing pets.
- Adjusting the .2DA fileso that the pet progression on all pets goes to level 30.
- Updating features documentation.
- Updated Kistrel Character download with all necessary pseudodragon assets.

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The Pseudodragon and the Sylph are statistically comparable to the other familiars. A small granted boon when summoned, poor in combat ability, squishy, etc.

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The Sword and the Skeleton conversely can become capable combatants (Damage Dealer and Tank respectively) - the catch is a player will be required to get them higher than 21 - which means missing out on prestige classes. The level 29-30 Sword and Skeleton are reasonably strong units if raised to level 30 and buffed. (About on par with the vampire warrior in terms of rough combat effectiveness or durability).

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The Thieves Guild layout is completed.

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Implemented Features:
- Brothel - complete with disease - tastefully done, rated PG.
- Stocked Bar.
- Thieves Training Area.
- Uncus'a Shop/Fence.
- Card Games - Low, Medium, high stakes table.
- Dice Games.
- Dart Games

Planned features:
- Axle is Evil Alignment Fetch Quest giver.


The Crossroad Keep Theater is mostly working.

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Implemented Features:
- Instrument and costume shop.
- Conversations with the planar acting troop.
- Hamlet Rehearsal with the latest "recruits" from the cage.
- The role of the Nameless-One will be played by Biff the Understudy, due to... complications.

Planned Features:
- A live partial production of Hamlet, starring Mortimer Rictusgrin as Yorik.
(...wait... how did he get top billing...)


The Area Loading Screens are completed.

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