Well, unfortunately I don't think any of my past characters would really fit this module. Do you really want a low-int half-orc cleric, or a mad monk? Plus, I would hate to see these beloved characters of mine not done justice in the mod, and I plan to play them as PCs in the mod anyway.
Re: Update I'd be happy to suggest many (hopefully) unforgetable NPC's, but I've never played that module, so I'm not sure what sort of NPC's would fit in. But never the less I'll do some work on this today (e-tools is wonderful for making NPC's and characters!) and send you some NPC's later.
frail looking old man..bent over looks more like "egor" in the Baron frankenstien sequel 20 yrs later.... in reality high level mage he is being set upon by . orcs... hobgoblins.. or one of the party .. acciedentally bumps him anyways with some careful player actions they make a friend.. with the wrong choices they are in combat... an extension of the whole actions and choices have consequences..thing besides... old time rpg gamners might like the "do not irratate dragons and wizards... for you are crunchy and go good with ketchup" his level scaleable to .. our needs... also bobs magic shops limited.. dob as bobs magic shops bobs traveling potions bobs first rate arms.. bobs budget adventure supplies..et al. a franchise not unlike cmot dibbler from terrys world.. in d and d terms...
Well folks for anyone who doesn't feel confident to do dlg files (and for NPC followers they would be short, just the simple greetings - what i do for a living (hit things with a mace ) - yes I would like to join) you can just jot down a few lines of dlg with your stats and send em over. (And thanks for those who have). Not too many overpowered game-killers, k?
How about this Ted? Robin Graves, Male Human Wiz1: CR 1; Medium Humanoid ; HD 1d4-1(Wizard) ; hp 3; Init +2; Spd 30; AC:12 (Flatfooted:10 Touch:12); Atk +0 base melee, +2 base ranged; +0 (1d4, Dagger); +2 (1d10, Crossbow, heavy); AL CE; SV Fort -1, Ref +2, Will +2; STR 10, DEX 14, CON 8, INT 16, WIS 10, CHA 11. Skills: Bluff +2, Concentration +3, Hide +4, Move Silently +4, Spellcraft +7, Tumble +4. Feats: Rapid Reload: Crossbow, heavy, Scribe Scroll, Spell Focus: Necromancy. Spells Known (Wiz 3/2): 0 -- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue; 1st -- Cause Fear, Chill Touch, Mage Armor, Magic Weapon, Ray of Enfeeblement, Shocking Grasp. Spells Prepared (Wiz 3/2): 0 - Acid Splash, Detect Magic, Disrupt Undead (s), Flare; 1st - Cause Fear (s), Mage Armor, Ray of Enfeeblement. Possessions: Weapons: Crossbow, heavy (50 gp); Bolts, crossbow (50) (5 gp); Dagger (2 gp). Goods: Spell component pouch (5 gp); Spellbook, wizard`s (15 gp). Appearance: A thin, gaunt man with pale skin, Robin Graves looks perpetually ill. Background: Even when he is well he looks drained of energy, is it any wonder that with his looks, his fathers occupation as a mortician, and his nickname Robin "Graves" Mortimer, he is the subject of ridicule and the butt of many jokes. He decided at an early age to study magic, the school of Necromancy in particular interested him, he longed to reanimate the bodies of those who had taunted him as a child. Dialogue: Robin: What do you want bone bag? Smart Pc: Are you alright? You look like your on deaths door. Dumb Pc: You a zombie? Robin: What do you mean? I always look like this. Smart Pc: So you don't need to see the cleric for a healing spell? Dumb Pc: You not need healing? Robin: I told you already, I'm as alive as i'm ever going to be... now leave me be. Smart Pc: Hold on, I'm an adventurer and I was wondering if you'd like to tag along. Dumb Pc: Me go make living things look like you, you wanna come? Robin: Hmm, I could put the dark arts I've been studying to good use, maybe I can raid the cemetary... Smart Pc: Umm yeah... that sounds uh... ok... I guess... Dumb Pc: You do dat, me wanna go smash stuff. Robin: ...Then I could come back with an undead army and torment those that have tormented me... Smart Pc: *cough* Are we going yet? Dumb Pc: You talk too much, We going yet? Robin: Ok I'm in. Smart Pc: I'm not sure about this guy, he's kinda wierd. Dumb Pc: About time too.
I'm speechless - and not in a good 'fast asleep' sorta way. :yeaaa: Anyways, Robin is IN. Thanks dude! :doublethu I'm going offline to hack up some of these fellas (and the characters what were emailed to me) when I get back I will put up a list of what we've got and what we need. Robin Graves: Would you like to read my new book I Claudius? Smart PC: Don't be a dummy. Dumb PC: Don't be a smartass. Ok ok that was Robert Graves...
Back again, had a good long boring hack of the protos.tab and description.mes. They're well underway. Some new pix in the gallery, a couple shots of the guildhouse with sectoring underway and characters on the map. http://members.optusnet.com.au/~shiningted/
Mmmmmmmmmmmmmmmm... delicious sectoring. If I needed any more motivation to make maps, now I have it.
Hey Ted, looks like you got the map scale problem sorted out... Good on ya! Looking good ol' Ted of shiney-ness :thumbsup:
Its bizarre - I am using the church map as a template, its got a chair, Screeg's maps have chairs, and I shrink em til the chairs match
Chairs aren't always the *exact* same height relative to everything else (just like real chairs). The walls around the perimeter are always (so far) 3m high, so that they'll accommodate any height of character.
Well I've managed to avoid matching halflings to thrones Status Report: SVB sectoring is causing some issues: thats where the players' circle greys out behind walls (or, as it is doing for me, in the middle of rooms for no reason ). For those who haven't been keeping up with the issue, we can't do full-on clipping (players disappear completely or are noticably fuzzyed-out behind stuff) due to the use of a proprietary format by Atari for modelling geometry (or something) that we haven't cracked - note the efforts of Cujo and Agetian in other threads. So I am taking a break from trying to work it out and just sectoring the maps for blocking (stopping players walking through walls ). Results (using ToEEWB) are excellent, I did two maps last night and should soon be turning out maps faster than Screeg can make them (which is saying a lot). I have even got water going on one map (a whole one tile puddle in the pub's kitchen ). ToEEWB makes it easy, quick and even fun! So its all coming along well. The long-awaited starter-pack should have at least 10 maps from the very beginning. (So it should be a hefty size ) That is all. <click>
Did you try opening the sector in the analyzer/painter tool in WB? If SVB's are set, brown squares should be there, and it'd be easier to remove them there too.
Yeah, the problems are 3 fold: SVBs showing where they shouldn't SVBs not showing where they should SVBs flickering and not being consistent where they do show. They turn up just enough to tantalise us that an answer may not be far off.
Yeah, all this comes from the weird definition of the SVB itself. There is little I can do at the moment, but I'll try to do my best to contribute later. - Agetian