NWN 2 Conclusion Campaign + Tomb of Horrors Revamp


Development Diary 1/06/17:
- 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.  Click HERE to download the current version.

Dialog Sample:

- Area Title: Jump #5 – Westgate – The Black Eye Tavern
- Required Characters:

- Points of interest: The Return Portal, Bar, Gaming Table

When the party teleports to Rinara’s destination, they appear at the Black Eye Tavern in Westgate.  The bar is packed with rough looking characters, obvious prostitutes, and it’s difficult to hear anything over the banter, laughing and music.  Towards the back of the bar, is a large table, covered in coins, cards and drinks.  There is a collection of various NPC’s playing cards around the table, including Alias and Olive, with their backs to the wall.  Dragonbait stands nearby, chirping and clucking his annoyance.

Rinara: Ok… you see that crowd over there – in the back?  Ms. Chain-mail-bikini, the runt  minstrel and that big lizard?  A couple decades back they pretty much saved the realms.  You remember all those statues around town?  That’s them. 


Player Dialog Options:

1:  No offense Rinara, but they a seem to be getting a bit long in the tooth.  And I openly question the judgment of anyone who’d wear… that… armor… if you can call it “armor…”

2:  Those are the “Heroes of Westgate?”  Are you sure?  They look like a circus caravan collided with a brothel. 

3: What trickery is this Rinara… I asked for champions… not strumpets and carnival attractions! 


Rinara: Trust me… they don’t look like much, but they punch way over their weight.  Ask Moander about it.  Oh… that’s right… you can’t….  ‘cause they killed him.  Come on -follow my lead.

(Rinara approaches the Barkeep and Owner of The Black Eye, Bertholdt).

Bartender: Well well… never expected to see the Lady o’ Shivs gracin’ my establishment again.  Do me a favor… an’ get the ‘ell outta here ‘fore you bring every Night Mask in the blazin’ city callin…

Rinara: Bertholdt!  Is that any way to treat an old pal?  After all the coin I spent here?  I didn’t even kill anyone, start fights or steal anything… much.

Bartender: Oh really?  What ‘bout that guardsman six years back!  Corporal Hawke?  Practically took his ‘ead off. 

Rinara: You can’t count that one… it was “work.”

Bartender: Or… how ‘bout poor old Laugue??  Bled out he did… right over there!  We scrubbed fer’ weeks… you can still see the stain in the daylight!  He didn’t deserve ta lose ‘is life… or ‘is hand! 

Rinara: For one… this dump never sees daylight.  For two… you obviously missed where the creep STUCK his hand before I loped it off… and for three… I didn’t even mean to kill him… so really… that one doesn’t count either.

Bartender:  And what ‘bout Angus Wynn?  Huh?  What ‘bout him!  Right through the gullet... TWICE! 

Rinara: Now hold on that was… that was… um… actually… I… don’t remember that one at all… are you SURE that was me?

Bartender: An’ I could rattle off a baker’s dozen more.  Point be, you’re trouble on wheels, and I’ll have you march out the way ya’ came in - and take yer’ friends with ya.

Player Dialog Options:

1:  (If Appraise > 35) - Barkeep!  We wish to speak with someone.  How much coin would it cost to let talk for a bit?

2: (If Diplomacy > 35) – Surely you can allow us a moment to speak with some of your patrons?  We’ll be quick, and once we finish, we’ll never return. 

3: (If Intimidate > 35) – We are here to speak with someone.  We will NOT go until we do so.  Are YOU going to MAKE us leave?  Do you think you CAN make us leave?

4: (If Bluff > 35) – We’re working undercover with the garrison, and Rinara is helping us flush out a ring of… uh…. orphan slave traders.  We think they might be using your… uh… “classy” establishment to conduct transactions. 

5: Well… if we can’t even talk to them, we can’t very well recruit them.  Time’s short – we’d best look elsewhere.


(If 1) – Bartender: Well, if the Night Mask’s get wind of ya here, they’ll burn the whole dive to the ground – we we’re talking cost’o replacement.  How’s 50,000 gold?

Player Dialog Options:

1a: Fine, here is your money - now let us through.

2a: (Appraise CHECK > 40) – Hold on now toe-head – you could replace this dump twice over for twenty-five.

3a: Hah!  Fifty THOUSAND – for this rat’s nest? I don’t think so.  Come on… let’s go. 

(If 1a) – Bartender: A PLEASURE doing business with ya!!!  GENTS!!  LASSES!  DRINKS ARE ON THE HOUSE!  I’m retiring – effective NOW!  Go‘head’n drink your rotten gizzards out everyone!

Coder’s Note:
Party loses 50,000 gold.

Coder’s Note: The Bartender runs out the door and vanishes.

(If 2a) – Bartender: Oh… right… well then… Twenty-five seems fair enough.  Pleasure doing business. 

Coder’s Note: Party loses 25,000 gold.

Coder’s Note: The party is allowed to approach Alias’s card table.

(If 3a) – Rinara: So… we’re just leaving then?  Like that?  Fine… do whatever you want - but don’t say I didn’t try to help.

(If 2) – Barkeep: I have your word I’ll be rid’o ya forever?  Fine then, make it fast – but if the Night Masks come callin’ I’m singing like a finch.

Coder’s Note: The party is allowed to approach Alias’s card table.

(If 3) – Barkeep: Well… I… uh… (gulp)… guess you make a reasonable point…

Coder’s Note: The party is allowed to approach Alias’s card table.

(If 4) – Barkeep: Zat so?!  Horrible!  You better get to the bottom of that!  Uh… wait… so… are they slavers who sell orphans… or slavers who are orphans… ‘cause if it’s the latter… well… then… I’m kinda starting ta feel sorry fer’ the slavers… maybe it’s not their fault… maybe they had a ‘ard life growin’ up… or a bad upbringing’n such…

Player Dialog Options:

1b: (Bluff CHECK > 35): Slavers who… uh sell orphans.  Terrible shame really.  Even Rinara got all teary when she heard about it – cried for days! 

Rinara: I what???! …uh… I mean… yeah… sure I did.  Cried…  Boo-hoo.  Poor orphan-slavers… er… slaver-orphans… orphan-people.  Poor them.

Bartender: I never would’a figured The Lady o’ Shivs fer the motherly type!  Brings a tear ta mah’ eye it does!!  Just goes ta show… ya learn somethin’ new every day!  Hey everyone - GET A LOAD OF THIS – OL’RINARA’S ‘ELPING ORPHANS… SHE’S DECIDED TO SHOW SOME HEART!  

Rinara: (Teeth clenched) I’ll show you a heart…

Drunk At the Bar: That’s… (sniffle) touching… really is… (blows his nose).


Crowd: (Cheers, Whoops, Hollers).

Rinara: You better not let The Kaiser kill you Captain… because when this is all over… I’m gonna.

Coder’s Note: The party is allowed to approach Alias’s card table.

2b: (Bluff CHECK < 35): Uh… orphan slavers?  They were… orphans… who… uh… sell… other orphans. 

Bartender:  Wait… that don’t make sense… why would orphans sell other orphans? You’re trying to pull something!  You ain’t working for no watch… and Rinara surely ain’t turned over a new leaf… why… she’s got the maternal instinct of a Green Hag she does!  Trying ta con ol’Bertholdt?!  Get out - fore I have ya tossed out…

Rinara: Way to blow that one champ.  We won’t get another shot at this – and don’t say I didn’t try to help.  Come on… let’s get out of here.

Coder’s Note: The party is transported back to the CK

3b: I’m tired of this charade.  We’re leaving.  Now.

Rinara: Really?  You’re just going to walk off?  Whatever.  You can bring a horse to the river, but you can’t make’em drink.  Let’s go.  Don’t say I didn’t try to help.

(If 5) – Rinara: Really?  You’re just going to walk off… and let that fat of muttonhead boss you around?  Could the oaf even stop us if he wanted too?  Whatever.  You can bring a horse to the river, but you can’t make’em drink.  Let’s go.

Coder’s Note: The party is transported back to the CK

- IF The Party Makes It To Alias’s Table:

(After getting past the Bartender, the party is free to approach the gambling table where Alias, Olive and Dragonbait are seated/standing).

Rinara: Ok, listen up, the red-head with the tattoo is Alias, the midget is Olive Ruskettle, and the lizard answers to Dragonbait.  Olive’s no fool, and the reptile is some sorta Paladin, which means Alias is our mark.  I’ve worked them before, and flattery will get you everywhere with her.  Make her the center of attention, and sell her on helping ya – she’ll drag the rest of ‘em into it.

(The party approaches the gambling table, triggering the conversation).

Olive: Well well… look who’s back…

Rinara: (Whispering) Hopefully they’ve forgotten all about that job in Shadowdale…

Dragonbait: (Clicking, whistling, clacking, snapping noises).

Alias: Oh… it’s our friend… Rinara… let me guess… guilt got the better of you… and you’re here to pay back the money you stole…

Dragonbait: (Clicking, whistling, clacking, snapping noises).

Alias: Yeah, I’m being sarcastic.  I know she already blew it all on booze, gambling and lotharios.

Rinara: It wasn’t like that! 

Dragonbait: (Clicking, whistling, clacking, snapping noises)!!!!


Alias: You know… Dragonbait can tell when you’re lying…

Rinara: (I hate Paladins). Listen… just hear me out here…

Olive: Unless this conversation starts with “Here’s the fifteen-thousand gold pieces I owe you” then there IS no conversation.

Dragonbait: (Clicking, whistling, clacking, snapping noises).

Alias: Yeah… you’re right ‘Bait… an apology would be nice too… and personally… I’d like to maybe see a bit of groveling…

Rinara: Uhmmm… I can settle our debt easily enough.  (Rinara Kicks you in the shin and clears her throat).


Player Dialog Options:

1: You intend me to pay off your debts now?  What nerve!  (Sigh).  So be it… but I do this only because we are desperate – certainly not for your sake.

2:  Let me guess… you don’t have fifteen thousand gold pieces lying around… and I need to pay up. For the love of… oh… fine!  Grrrrrrr…. why is it I have to open my coin purse every time one of your “opportunities” comes knocking Rinara?

3: Wait… do you mean to hoist your debts upon me?  I should defenestrate you for such audacity!  Still… it’s a trivial sum - should this encounter bear fruit.

4: Wait… was this entire visit a trick to con me into paying these guys off?  No way lady.  Not a chance in all the hells.  We’re going home.  Now.

5: You must think me a fool Rinara.  Allow me to dispel such a notion.  Should you EVER attempt to deceive me into paying your debts again, I will slaughter you on the spot.  We are leaving.


(If 4,5) – Rinara: Oh, fine, just walk away.  Ya gotta spent money to make money you know.  Shah!  Whatever - don’t come back later and say I didn’t try to help!

(If 1, 2, 3) – Rinara:  That’s the spirit – here you are Olive - fifteen-large, better late than never… right?

Coder’s Note: Party loses 15,000 gold.

Alias: Kinda disappointed now… we were looking forward to running you down.  Figured we could probably sell your magic swords to cover what you STOLE.

Rinara: Over my corpse.

Olive: Yeah, that was pretty much the general idea.

Dragonbait: (Clicking, whistling, clacking, snapping noises).

Alias: Yeah, she’s on her way out the door - Dragonbait says your evil is giving him a rash… and it’s giving me a headache. 

Olive: Nice knowing ya Rinara, write soon and come visit again never.

Rinara: Hear me out here - I’ve got a proposition… and it’s worth a lot of money. 

Alias: Huh?  What’s that you said?  You’re leaving and you’re not ever coming back?  Great! 

Rinara: Tough crowd.  Listen up Captain…I won’t be able to get any father with’em.  I got you to the table.  The rest is up to you...


Player Dialog Options:

1: I am the commander of a fortress far to the west. A powerful host of evil moves to besiege it, and I have come seeking the aid of powerful champions and great heroes.  It is my understanding that you and your companions are both.  And might I add Lady Alias, the talk of your striking beauty does you no justice.

2: My castle to the south of Neverwinter, is about to be attacked by an army of drow and… worse.  Now... I’ve asked around, and people say you are the best swords in the region.  And wow… the rumors said you were gorgeous Alias, but the stories are a disappointment compared to the real thing.

3: I am the master of a fortress to the north of Waterdeep.  We are gathering forces to repel a coming attack.  Your reputation as skilled fighters precedes you, and I am here to acquire your services.  My sources informed me that you were quite comely – it is pleasing to see they did not exaggerate. 

4: This is a waste of our time Rinara!  So far all you’ve managed to deliver is aggravation and expenses.  I am not in the mood to continue playing games and shoveling gold at your problems.  We’re leaving.  Now.


(If 4) – Rinara: Oh, fine, just walk away.  Ya gotta spent money to make money you know.  Shah!  Whatever - don’t come back later and say I didn’t try to help!

Coder’s Note: The party is transported back to the CK

(If 1,2,3 + Safiya’s Love Feat + Safiya in party) – Safiya: (Whispers) Laying it on a bit thick aren’t we? 

(If 1,2,3 + Gann’s Love Feat + Gann in party) – Gann: (Whispers) She is rather stunning.  Exotic… unruly… passionate.  I imagine her dreams are like a… what?  Why do you glare at me so?

(If 1,2,3) - Olive: (Rolls Eyes).  Never head of ya - but if you’re chumming around with the likes of Rinara, that tells us everything we need to know.  Shove off.

Alias: Now… hold on a sec Olive… let’s hear them out... 

Dragonbait: (Clicking, whistling, clacking, snapping noises).

Alias: I am not!!

Dragonbait: (Clicking, whistling, clacking, snapping noises).

Alias: Pffft!  Liked you’d know anything about that! 

Olive: Listen… I’m not going to get caught up in another one of Rinara’s rackets.

Rinara: Rackets?!  Come over here and say that to my face poser. Don’t worry… I’ll give you time to pull up a stool…

Alias: Everybody… just calm down!  I’ll tell you what stranger… If you can beat me at a hand of cards, we’ll hear what ya have to say.  Lady Timora can decide this. 

Dragonbait: (Clicking, whistling, clacking, snapping noises).

Alias: I SAID we’ll let Lady Timora decide this...

Dragonbait: (Clicking, whistling, clacking, snapping noises)!!!!!

Alias: That is SO not true!  Don’t be so uptight!  It’s not like we’re signing any contracts - we’re just gonna play some cards… and then maybe… hear them out. 

Dragonbait: (Clicking, whistling, clacking, snapping noises)!

Olive: Champ is so right.

Alias: You don’t even know what he just said.

Olive: I can guess.

Alias: …anyways… tell me what these ”other people” are saying about me...er…I mean… us...

Dragonbait: (Clicking, whistling, clacking, snapping noises)!!!!!!

(Dragonbait stomps off to the bar – Olive follows.)

Player Dialog Options:

1: (If Diplomacy > 35) – We were shown great statues erected in your honor, but in truth, they pale before the real thing – both in grandeur and beauty.

2: (If Lore > 35) - We read Volo’s tales of your daring feats - fighting alongside your companions - and even a red dragon!  We’ve also listened to a bard’s tale of how you managed to save not only Westgate, but all of Faerun from Moander the Darkbringer.

3: (If Bluff > 35) – When we were last in Westgate, nearly everyone we spoke with mentioned your many adventures – if they weren’t talking of your bravery, they were regaling us with tales of your stunning beauty. 

4: (If Perform > 35) – I will recite a poem I overheard…
“Alias the Azure,”
“Battled the Darkbinger so,”
“Alongside her companions mighty,”
“She traveled to and fro.”
“No quip too grand, her face not bland,”
“Alias the lovely was so.”

5: Listen… I don’t have time to stroke your ego anymore.  My country and my friends are in danger.  If you’re after money, we can talk money – but I’m running out of time here, and I’m tired of these games.

: This is a waste of our time Rinara!  So far all you’ve managed to deliver is aggravation and expenses.  I am not in the mood to continue playing games and shoveling gold at problems you created.  We’re leaving.  Now.

(If 5) – Alias:  That’s too bad – because I AM in the mood for games, and if you’re going to be a boring old prude, this conversation is over.  I’m sure you can see yourselves out.  Excuse us.

(Alias, Dragonbait and Olive walk out the door).

Rinara: That was smooth.  Well, we may as well go home – this plan is shot.  Next time maybe I should do all the talking.

Coder’s Note: The party is transported back to the CK

(If 6) – Rinara: Oh, fine, just walk away.  Whatever - don’t come back later and say I didn’t try to help!

Coder’s Note: The party is transported back to the CK

(If 1,2,3,4) – Alias: (Nursing an expression not unlike a purring cat) - Ahhh… that’s so sweet.  I’ll be totally honest here… I’m really starting to like you guys.  Except you Rinara - I still hate your black guts.

Rinara: (Mutters something profoundly profane under her breath).  Captain… if we survive this… you owe me… you owe me big…

Alias: I’ll tell you what.  We’ll play a few rounds of cards.  If you can win a hand, you can hire us.  Sound fair?


Development Diary 1/11/17:

  • We’ve touched up the Shadow Thieves, adding some more individuality to the units.

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

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


Development Diary 1/14/17:

  • We’ve got the Ironfist Clan ready for battle.

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

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


Development Diary 1/21/17:

  • 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!

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

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

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:

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 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: 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


Development Diary 1/27/17:

  • 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.

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

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

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


Development Diary 2/03/17:

  • 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.

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

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

*(May or may not have a pipe depending on how this weekend’s exploration of VFX goes).


Development Diary 2/04/17:

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

History: 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.

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

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

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


Development Diary 2/07/17:

  • 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.

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

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

From Left to Right: Duke Eltan, Duchess Liia Jannath


Development Diary 2/09/17:

- By the beginning of the campaign, the Neverwinter Nine has been co-opted and infiltrated by the antagonists and their lackeys.  To the general citizens of Neverwinter, The Kaiser's band are renown heroes and philanthropists - in reality they are responsible for most of the ills driving The Sword Coast headlong into war.  The Kaiser understands the value of good publicity, and is charismatic (and dangerous), enough to strong-arm the rest of the party into playing along.   While the charade is a point of friction among the group, even the more impulsive Edwin and Sendai cannot argue with the results thus far.

It's up to the Knight Captain and their companions to unravel the facade before the antagonists kick off a war - not only between the powers of The Sword Coast, but quite possibly among the gods themselves...

From Left to Right: Edwin Odesseiron, Isho Oroshi, Granton Grandholmn, Sendai Ri'Fialle, The Kaiser (With Hat of Disguise), Tam Bakk.

From Left to Right: Edwin Odesseiron, Isho Oroshi, Granton Grandholmn, Sendai Ri'Fialle, The Kaiser (Without Hat of Disguise), Tam Bakk.

Character Bios:

- Edwin as a member of the Neverwinter Nine:
"Edwin Odesseiron earned his fame during the Bhaal-spawn crisis, and proceeding it, traveled to the Unapproachable East, where he launched a failed coup in Thay.  He has since returned to The Sword Coast as a part of The Kaiser's Adventuring Party.  The Wizard was admitted to the Neverwinter Nine as a replacement following Nevalle's expulsion."

- Isho as a member of the Neverwinter Nine:
"Little is known about the past of the mysterious swordsman Isho Oroshi.  He has assisted The Kaiser in his many adventures since coming to The Sword Coast, and Isho commands a large force of highly skilled mercenaries from the distance nation of Wa.  His swordsmanship is said to be without peer, and no foe - beast or man - has ever survived crossing blades with the Kensai."

Isho Joined the ranks of the Neverwinter Nine alongside The Kaiser after thwarting a Luskan plot to slay Lord Nasher - an attack which left Vinara Omis, his predecessor in the group - dead."

- Granton as a member of the Neverwinter Nine:
"The leader of the Raven's Allies, a mercenary company in the employ of The Kaiser.  He was appointed to the Neverwinter Nine to replace Sir Darmon, who was killed on a mission to slay Haxarcanalon - a powerful green dragon plaguing the Unicorn Run."

-Sendai as a member of the Neverwinter Nine:
"While most Drow are wicked and vicious beings, Sendai steadfastly has fought alongside The Kaiser and his band of heroes, earning her a reputation for heroic acts and decisive action.  When Aaron Rathmar IV was permanently crippled by a mysterious poison, (leaving a vacancy in the Neverwinter Nine), The Kaiser recommended Sendai as a replacement.  Lord Nasher was able to look beyond her race, and judged her on the merits of her actions, inducting her into the organization. "

- The Kaiser as a member of the Neverwinter Nine:
"The Kaiser gained a reputation as a great champion of good and a hero to the people of The Sword Coast.  His band of adventurers is said to have prevented the Uthgardt Thunderbeast Tribe from launching an attack on Neverwinter and the surrounding cities.  During the war against the King of Shadows, his forces held the gates of Neverwinter, against the undead horde, saving the city from complete destruction. Additionally, The Kaiser's party slew the Shadow Dragon Das'mag'Xallyion, and then pushed back an incursion by the Orcs of Old Owl Well, keeping vital trade routs open.  Most recently, the heroes thwarted a Luskan assassination attempt on Lord Nasher himself."

"Not content to sit idle, The Kaiser used much of his captured dragon hoard to renovate and rebuild portions of Neverwinter still damaged from the war, earning him the adoration of both peasant and noble alike."

"In recognition of his many heroic deeds and unfailing service to Neverwinter, Lord Nasher appointed The Kaiser to fill the vacancy in The Neverwinter Nine left after the mysterious disappearance of The Knight Captain.  While this move did not sit well with several members of Nasher's inner circle, the edict was wildly popular with the citizenry."

- Tam as a member of the Neverwinter Nine:
"The newest member of the Neverwinter Nine, Tam Bakk arrived only a few short months ago.  Since his appearance, his band of sell-swords have dealt a series of crippling blows to the Shadow Thieves, running them entirely out of the Merchant District and decimating them in the Docks."

"Tam was immediately hailed as a great hero, and at The Kaiser's recommendation, was inducted into the Neverwinter nine to fill Callum's long vacant seat."



Development Diary 2/10/17:

- 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.


+ Much more.

Click HERE for more information.


Development Diary 2/11/17:
- We've added another 15 pages to the campaign bible, and updated the series time-line and events, which you can view HERE.

Neverwinter Nights 2 Series Timeline:
The Dale Reckoning Timeline Covering NX1-NX4.

Presented below is a timeline covering the important events in the Knight Captain’s Saga.  We used the Dale Reckoning calendar, as this seems the most popular dating convention for pre-spellplague activates.  Everything depicted here accounts for canon events and publications, and have been meticulously researched to avoid conflicting with official published materials.

- 1350: Year of the Morningstar -

DR: 1350 - A blackguard tiefling known only as "The Kaiser" appears for the first time, riding from Hellgate Keep with a small host of demons.

- 1353: Year of the Arch -

DR: 1353 - Alustriel Silverhand dispatches a company of her Knights in Silver and members of the Spellguard to investigate demonic incursions near Sundabar.

- 1356: Year of the Worm -

DR: 1356 - The Kaiser leads a host of demons and evil mercenaries against Sundabar - which is ultimately routed. 

DR: 1356 - The Blackguard flees southwest, pursued by the Knights in Silver Spellguard members who defeated his force at Sundabar. 

- 1357: Year of the Prince -

DR: 1357 - The heroes catch up to the tiefling near the Luskan village of Ember - they never report back to Silverymoon.

DR: 1357 - Kistrel is polymorphed into a giant spider and flees into the caverns below Ember.  Her companions are all destroyed by The Kaiser.

DR: 1357 - The Kaiser secretly travels east, passing through Westgate, The Pirate isles, Bezentaur and eventually into Shou Lung.

- 1364: Year of the Wave -

DR: 1364 - House Oroshi of Wa is destroyed by Isho Oroshi and The Kaiser. 

DR: 1364 - Terakawa Ukami vows vengance against Isho and The Kaiser, and eternally pledges himself to the Li lung dragon Hayate in exchange for the power to slay his enemies.  He begins following their trail westward.

- 1367: Year of the Shield -

DR: 1367 - Isho and the Kaiser gather a mercenary force and travel west.  They operate near Bezantur in Thay for a year, where they gain a reputation for fearlessness, efficiency and cruelty.

- 1369: Year of the Gauntlet -

DR: 1369 - The Kaiser and Isho participate in a successful plot to Install Edwin Odesseiron as supreme Zulkir of Thay... for three days.

DR: 1369 - The Kaiser and Isho spring Edwin Odesseiron from his prison cell.

DR: 1369 - Alongside Odesseiron and his followers, the Kaiser and Isho flee Thay following the Red Wizard's ouster.

- 1370: Year of the Tankard -

DR: 1370 - Edwin, The Kaiser and Isho travel to Tethyr and revive an aspect of Sendai Ri'fialle, (using a statue overlooked by the Ward of Gorion and a small portion of The Kaiser’s near-divine essence).

DR: 1370 - The Kaiser and his force make a year-long journey to the Spine of the World, using long forgotten roads in the Underdark to avoid their many pursuers.

- 1371: Year of the Unstrung Harp -

DR: 1371 - The group clears and takes over the long abandoned Granite Hold Castle northeast of Mirabar.

- 1372: Year of Wild Magic -

DR: 1372 - The company descends to the Underdark in search of plunder and to rally Sendai's scattered forces.

DR: 1372 - The Kaiser's group slays the Shadow Dragon Das'mag'Xallyion, claiming his extensive hoard of gold and magical items.

- 1373: Year of Rogue Dragons -

DR: 1373 - The Kaiser’s party journeys to cities of Ched Nasad and Menzoberranzan, recruiting a substantial army of Drow still loyal to Sendai’s house. 

- 1374: Year of Lightning Storms -

DR: 1374 - The Kaiser’s surrogates spread rumors throughout the Northlands of an impending invasion by the Uthgardt Thunderbeast tribe, raising fear and tensions in the area. 

DR: 1374 - Sendai's army, (while rallying to Granite Hold), attacks the Uthgardt Thunderbeast tribe to conceal evidence of their movement. The tribe is all but destroyed.

DR: 1374 - Bodvarr barely survives the scouring of his people and slowly recovers his strength for a year in the wilds near Mirabar.

DR: 1374 - The Kaiser and his forces take credit for the slaughter of the Uthgardt Thunderbeast tribe.  The governments and citizens of the Northlands rejoice and consider them heroes. 

DR: 1374 - Deep within the mountain fortress of Granite Hold, Sendai's force establishes itself as a Drow Colony, continuing to grow in strength.

DR: 1374 - Edwin, Sendai, Isho and The Kaiser hatch a plot to seize control of the Sword Coast.

DR: 1374 - The surviving followers of Edwin Odesseiron finally arrive at Granite Hold.

DR: 1374 - The Kaiser is summoned by his patron, the Abyssal Lord Graz'zt to report on his progress.

DR: 1374 - The events detailed in the Neverwinter Nights 2 Official Campaign begin.

DR: 1374 - During the war with the Knight of Shadows, The Kaiser’s force successfully repels an undead host besieging the Gates of Neverwinter.  Their heroics spare the city total destruction and the group is knighted by Lord Nasher in gratitude.


- NWN 2: Official Campaign -

DR: 1374 - The King of Shadows is destroyed and its lair collapses.

DR: 1374 - Zhjaeve plane-shits back to Limbo, her mission accomplished.  She continues to watch over and aid the KC from afar.

DR: 1374 - Elanee shoves the KC from under a falling column and is crushed by it in their place.

DR: 1374 - Casavir braces a collapsing doorway – he manages to hold it open long enough for the party to pass – his spine then shatters and he’s buried in rubble.

DR: 1374 - The KC is knocked unconscious by Nefris’s minions, who flee to Rashemen via the Plane of Shadow with their hostage.

DR: 1374 - Khelgar attempts to pursue the KC’s abductors, but is buried in falling debris.


DR: 1374 - Ammon Jerro pursues the KC’s abductors, and is overpowered by Nefris in the Plane of Shadow.

DR: 1374 - Grobnar dies shielding The Construct from tons of falling rocks.

DR: 1374 - The Construct is damaged and disabled by rubble.

DR: 1374 - Neeshka nimbly dodges her way out of the collapsing ruin, escaping unscathed. (If she resisted Black Garus).

DR: 1374 - Neeshka surveys the ruins and helps Khelgar free himself from the collapsed structure.  (If she resisted Black Garus).

DR: 1374 - Luskan agents pull a crippled Casavir from the rubble and spirit him away.

DR: 1374 - Daeghun consults with Tarmas and the pair manages to divine some hints as to the KC’s location.


DR: 1374 - Daeghun and Bevil separately strike out in search of the KC when their pleas for Neverwiner’s aid are refused and ignored.

DR: 1374 - Khelgar remains at the CK, pressuring Nasher to launch a massive search, but his efforts are in vain.

DR: 1374 - Neeshka returns to The Black Cats, her former guild in Neverwinter, where she tries to use their contacts to locate the KC.  (If she resisted Black Garus).

DR: 1374 - The survivors of the war return to West Harbor and Highcliff to begin rebuilding their lives and homes.


DR: 1374 - Neverwinter and its territories descend into economic ruin from the war.


- NWN 2: Mask of the Betrayer -
(Run’s Concurrently with SoZ)

DR: 1374 - The last shard of Gith’s Silver Sword is messily extracted from the KC by Nefris.

DR: 1374 - Ammon Jerro has his soul removed from his body, and is then left to die in The Academy of Shapers and Binders.

DR: 1374 - The dying KC is taken to the Bear King’s Barrow and restrained there.  He is possessed by Akachi the Betrayer, and contracts the Spirit Eater Curse.

DR: 1374 - Safiya rescues the KC from the Bear King’s Barrow, and the duo battle their way free.

DR: 1374 - The KC recruits Gann and Kaelyn.

DR: 1374 - The KC recruits either Okku or consumes him after a pitched battle.

DR: 1374 - The KC possibly creates One of Many using Okku’s husk.

DR: 1374 - The KC romances Gann, Safiya or neither.

DR: 1374 - The KC destroys or spares The Slumbering Coven.

DR: 1374 - Zhjaeve and her fellow Zerth conjure the Dream Weapon and pass it to the Knight Captain.

DR: 1374 - The KC ransacks the Academy of Shapers and Binders battling Araman and his forces.

DR: 1374 - The KC rescues Ammon Jerro, who then accompanies the KC to the Fugue Plane.

DR: 1374 - The KC meets The Founder, and she informs him of her plan and returns the Silver Sword of Gith to him.  The KC spares her despite her cruel treatment of them.

DR: 1374 - The KC commits to the crusade and leads his allies through the betrayer’s gate.

DR: 1374 - The KC first aids Zoab, followed by Sey’ryu. 

DR: 1374 - Araman attacks the KC one final time and is defeated.

DR: 1374 - Ammon Jerro summons devils and helps the KC hold the gates to The City of Judgment.

DR: 1374 - The KC betrays Rammaq - then slays the enraged demilich in self-defense.

DR: 1374 - The KC ends The Spirt Eater Curse by uniting The Mask of the Betrayer and freeing Akachi.

DR: 1374 - Kelemvor returns the KC and companions to Thaymount. 

DR: 1374 - Safiya stays at the Academy for a time to tie up loose ends - agreeing to meet the KC in their homeland.

DR: 1374 - Gann takes his leave to “indulge” in the presence of grateful Rashemi spirits before heading to see the KC’s home. 

DR: 1374 - Kaelyn departs to continue her crusade on the wall with The Menagerie.

DR: 1374 - If the KC created One of Many, the creature accompanies them as they return home.

DR: 1374 - If the KC spared Okku, the Bear God returns to his barrow and sleeps.

DR: 1374 - Ammon Jerro journey’s the planes for a time, contemplating the purpose of his existence and his many sins.

DR: 1374 - The KC departs for home by sea, with plans to meet Gann and Safiya at CK. 

- 1375: Year of Risen Elfkin -

DR: 1375 - The loss of the Spirit Eater Curse significantly weakens the KC.  A part of his own essence was surrendered to Akachi in the process of restoring the betrayer. (Thus explaining the level cap in MoW).

DR: 1375 -
Rhea Corvianna is abducted from Waterdeep by Edwin Odesseiron and The Kaiser.  The mage is held hostage in Granite Hold, and forced to concoct an untraceable and incurable poison which slowly debilitates and kills its victim.

DR: 1375 - The remains of The Construct are located by salvagers scouring the rubble of The King of Shadows’ fortress.  After being examined by The Many Starred Cloaks, the creature is returned to Crossroad Keep, although it remains inactive.

DR: 1375 - Daerred and company purchase an empty building in CK and establish an adventurer’s guild.

- NWN 2 : Mysteries of Westgate -
(Run’s Concurrently with SoZ)

DR: 1375 - The KC acquires the Cursed Domino Mask on his journey home, and is drawn to Westgate in his attempt to be free of it.  (If One of Many is present, the powerful spirit possessing the mask nearly seizes control of “The Many” and damages One of Many’s husk in the struggle.  The abomination is cast into the Plane of Shadow while it regenerates.  The Cursed Domino Mask interferes with One of Many’s bond to the Knight Captain, making it impossible to locate or speak with its master). 

DR: 1375 - The KC allies with Mantides, Charissa and Rinara, and they help one another overcome personal demons and the dangers of Westgate.

DR: 1375 - The KC refuses the “gift” of vampirism from Orbakh.

DR: 1375 - The KC helps Mantides regain his faith in Lathander.

DR: 1375 - The KC and allies foil Orbakh’s plan to create enough clones to fed a vampire army.

DR: 1375 - The KC stops the devil Zymena from taking over Westgate’s underworld.

DR: 1375 - The KC breaks the domino mask’s curse.

DR: 1375 - The following morning, the KC, Mantides, Charissa and Rinara flee Westgate.

DR: 1375 - Orbakh swears vengeance, and sends a large force of Night Masks after them.

DR: 1375 - Obid rises as a powerful vampire, controlled by Orbakh.

DR: 1375 - Tam Bakk and Tobias are dispatched to Neverwinter to rout the Shadow Thieves and establish a Night Masks branch in the city.



- NWN 2: Storm of Zehir -
(Run's Concurrently with MotB & MoW)

DR: 1375 - Nevalle is given wide latitude by Lord Nasher to save The Sword Coast’s floundering economy. 

DR: 1375 - Edwin Odesseiron’s followers establish Thayan enclave in Neverwinter’s Black Lake District with Nevalle’s blessing.

DR: 1375 - Nevalle sponsors a campaign to promote Waukeen’s church throughout Neverwinter’s territory, in the hope of bringing wealth and prosperity to the struggling lands.

DR: 1375 - Khelgar is made temporary Commander of Crossroad Keep - over his objections.

DR: 1375 - Kana takes a leave of absence to perfect her combat arts.

DR: 1375 - Kistrel driven into the Crossroad Keep caverns by frightened merchants and traders.

DR: 1375 - Sa'Sani's cargo ship wrecks off the coast of Samarach.  Adventurers traveling aboard it rescue the crew and Volothamp Geddarn from a hungry goblin tribe.

DR: 1375 - Casavir is taken to the Luskan Host Tower, where he is repeatedly tortured for information.

DR: 1375 - Sa'Sani hires the mercenaries stranded by the shipwreck to track down the cause of the disaster.  She correctly suspects sabotage.

DR: 1375 - The sell-swords gain Sa’Sani’s favor and quickly rise through the ranks of her organization.

DR: 1375 - One of Many, disoriented, separated from its Master and badly wounded, (by the Cursed Domino Mask), wanders Samarach in search of the KC. (Providing the player made the creature - if not, it is an unrelated monstrosity seeking nourishment).

DR: 1375 - Sa'Sani branches her organization into the sword coast as part of a gambit to thwart the interloper deity Zehir’s takeover of Samarach’s yuan-ti.

DR: 1375 - Desperate to generate revenue, Nevalle allows Sa'Sani to establish herself in Crossroad Keep, granting her run of the place.

DR: 1375 - Upon Nevalle’s orders, the Church of Tyr in CK dismantled in favor of a temple to Waukeen.

DR: 1375 - Sa’Sani’s mercenaries gather adventurers from all over the world, and grow her merchant house into the Sword Coast’s most powerful trading organization.

DR: 1375 - Sa'Sani reveals her true nature as a yuan-ti infiltrator, kills her second in command and explains the danger posed by Zehir to her employees.

DR: 1375 - The adventurers successfully convince Sa'Sani to cease some of her more mercenary ways.  Moving forward, she manages her organization without resorting to nefarious methods.

DR: 1375 - The adventurers return to Samarach and confront the yuan-ti, eventually destroying them and one of Zehir’s avatars.

DR: 1375 – Victorious, the mercenaries part company, and their story eventually becomes a popular novel by Volothamp Geddarm.

- Post Storm of Zehir -

DR: 1375 - Kana returns to the CK to help a flailing Khelgar manage the keep.

DR: 1375 - A cemetery is built near Crossroad keep, dedicated to those who fell battling the King of Shadows.

DR: 1375 - Neeshka attempts to kill Raines - the psychopathic leader of The Black Cats - by tricking him into raiding Khelben Blackstaff’s residence. (She
surreptitiously tipped off the mage beforehand).  (If she resisted Black Garus).

DR: 1375 - The Kaiser sponsors the restoration of the Neverwinter Merchant District and the construction of a large orphanage for the many children left without parents after the war.

DR: 1375 - The Kaiser and his forces rout the Orcs of Old Owl as they attempt to rally under a new chieftain. 

DR: 1375
- Khelgar becomes suspicious of these new "champions," but his attempts to unmask them fail in an escalating series of embarrassments, costing him standing with Lord Nasher and the Neverwinter Court.

DR: 1375 - The Kaiser's agents hatch a plot with the Host Tower Mages to depose Nasher Alagondar, with the full intention of betraying the Arcane Botherhood.

DR: 1375 - The Kaiser and companions thwart the very assassination attempt they sponsored.  Vinara Omis of the Neverwinter Nine is killed by Luskans during the attack. 

DR: 1375 - The Black Dog Pirates and their fleets begin savaging shipping along the Sword Coast, laying waste to the economies of Luskan, Neverwinter, Waterdeep and Baldur’s Gate. 

DR: 1375 - The Kaiser is inducted into the Neverwinter Nine as a replacement for the presumed dead Knight Captain.  Neverwinter celebrates their new hero.

- 1376: Year of the Bent Blade -

DR: 1376 - Lord Nasher's health begins to fail, and steadily more of his administrative duties are handed to his trusted guardian - The Kaiser.

DR: 1376 - The Lord’s Alliance tasks a fleet of ten ships to track down and destroy The Black Dog Pirates.  They never return.

DR: 1376 - Isho Oroshi is inducted into the Neverwinter Nine to replace Vinara Omis.

DR: 1376 - Khelgar orders the temple of Waukeen to be cleared from the CK. He returns the building to the Church of Tyr.

DR: 1376 -
One by one, Nasher's closest advisors are alienated, re-assigned or sent abroad on suicidal missions.  Their replacements are loyal to The Kaiser and his allies.

DR: 1376 - Sand relocates his business to Crossroad Keep, hoping to increase his profits and escape the growing instability in Neverwinter. 

DR: 1376 -
Nevalle’s suspicions grow regarding The Kaiser and his allies.  He and Colonel Brelaina begin investigating the warlord’s affiliations, nearly uncovering Granite Hold in the process.

DR: 1376 - Tam Bakk arrives in Neverwinter, and, on behalf of Orbakh, gives The Kaiser compromising information regarding Sa’Sani’s Merchant House.  He then proposes an alliance between The Kaiser’s forces and The Night Masks.

DR: 1376 - Rhea’s poisons have begun to seriously impact Lord Nasher’s health and sanity.  The ruler is reduced to little more than The Kaiser’s puppet.
DR: 1376 - The Kaiser and his companions expose Sa’Sani as a yuan-ti before the entire Neverwinter Court.  When it is also revealed that Khelgar and Nevalle were aware of her true nature, Nevalle is expelled from the Nine and Khelgar loses any remaining favor he held with Lord Nasher.  

DR: 1376 - Nevalle is exiled to the Neverwinter Consulate, and made Neverwinter’s “ambassador” to Daggerford - punishment for “deceiving” Nasher and almost surrendering the Sword Coast’s economy to a yuan-ti infiltrator. 

DR: 1376 - Tam Bakk and Tobias deal a devastating blow to Neverwinter’s Shadow Thieves, driving them entirely from the Merchant District and reducing their presence in the Docks and Warrens to a fraction of its former strength.

DR: 1376 - In recognition of his service against the Shadow Thieves, Tam Bakk is appointed to the Neverwinter Nine, filling Callum’s empty post.

DR: 1376 - The Night Masks open their first branch in the Neverwinter Merchant District, and begin filling the void left by the Shadow Thieves.  Orbakh secretly arrives in Neverwinter, leaving Obid behind as “Acting Faceless” in Westgate.

DR: 1376 - Lord Nasher orders Sa’sani’s merchant warehouse expelled from CK, and has her headquarters demolished.  In an act of defiance, Khelgar secretly allows her to retain ownership of a small estate within the keep.

DR: 1376 - Ammon Jerro returns to the CK and informs Nevalle, Khelgar and Kana of the Knight Captain’s survival – the group decides to conceal this information from Neverwinter, fearing the growing conspiracy within Nasher’s inner circle.

DR: 1376 - Ammon Jerro begins to study the “unusual summoning circle” in the basement, eventually discovering its nature as a rift into Shar’s Shadow Weave.

DR: 1376 - Ammon Jerro funds the construction of an elaborate tomb for Shandra, which also serves as a powerful planar gate.

DR: 1376 - Edwin Odesseiron is appointed to the Neverwinter Nine to fill the vacancy left after Nevalle’s ouster.

DR: 1376 - After his own attempts to seal the rift fail, Ammon Jerro hires a powerful priestess of Shar to seal the Rift in the CK’s basement.  The Drow fails and nearly dies in her attempt.

DR: 1376 - Quarrel returns to the CK in search of his "messiah."  Jerro is not impressed by the lad’s attentions, and mistreats him horribly.

DR: 1376 - At The Kaiser’s urging, Lord Nasher sends
Sir Darmon and a large Greycloak force to slay the green dragon Haxarcanalon – the party is never seen or heard from again.

DR: 1376 - Sa’Sani’s merchant house begins to collapse.  Now that her heritage is known, few towns allow her caravans inside their borders, and Sa’Sani’s many warehouses are piled high with goods she cannot sell.  Unable to return to Samarach and unable to make a profit in The Sword Coast, her merchant house flounders.

DR: 1376 - Gann, Safiya and two of her students arrive at Crossroad Keep.  They panic upon discovering the Knight Captain has not returned.  They seek out Ammon Jerro and Khelgar.

DR: 1376 - Captain Lastri uses her share of the mercenary band’s earnings to commission the construction of a new ship – the Vigilant II.

DR: 1376 - Neeshka returns to CK, having discovered nothing of the KC’s location. (If she resisted Black Garus).

DR: 1376 - Daeghun rescues Bevil Starling and his men after they became hopelessly lost.  Following information obtained from Tarmas, the group heads east, arriving in Westgate several weeks after the Knight Captain departed west.

DR: 1376 -
A series of punitive taxes are levied on all lands protected by Neverwinter – the funds are secretly diverted to finance further pirate attacks along the Sword Coast.  The citizenry begin to stage tax revolts and angry protests against Lord Nasher.

DR: 1376 - Sendai Ri'fialle is appointed to the Neverwinter Nine, filling the vacancy left when Aaron Rathmar IV resigned his commission.  He was exposed to a mysterious poison, which left him permanently crippled. 

DR: 1376 - The Raven’s Allies, (a mercenary company run by the half-orc
Granton Granholmn), is retained by The Kaiser to carry out orders Neverwinter’s Greycloaks might refuse.  The sell-swords roundly crush all opposition, from bandits to peasants chaffing under heavy taxation.  

DR: 1376 - The Lord’s Alliance condemns the manner in which the peasant uprisings in Neverwinter are quelled.  Nasher’s government is officially sanctioned, and relations with Silverymoon and Mirabar begin to sour.

DR: 1376 - On The Kaiser’s advice,
tariffs are placed on goods shipped to Neverwinter from Waterdeep, Mirabar, Silverymoon and Baldur's gate, resulting in economic retaliation and further driving the region into ruin.

DR: 1376 - Ammon Jerro, Gann and Safiya begin to search for the missing Knight Captain.  The trio journeys to the Fugue Plane, and possibly recruits Kaelyn the Dove.  (If the KC created One of Many, Kaelyn will refuse her aid).

DR: 1376 -
Luskan, Neverwinter, Baldur's Gate and Waterdeep enter a severe economic depression due to political instability and rampant piracy.

DR: 1376 - The Sunken Flagon falls onto hard times as Neverwinter’s merchant and sea trade falters. Duncan is forced to shutter his tavern and travel to Crossroad Keep, where, in a humiliating reversal, he tends bar for his former employee Sal. 

DR: 1376 - Granton Granholmn is appointed to the Neverwinter Nine to replace the presumed dead Sir Darmon.

- NWN 2: Nightsinger’s Bane -

DR: 1376 - A diplomatic escort mission from Baldur’s Gate goes horribly awry, and Duke Belt is nearly killed by The Kaiser and his Greycloaks.  The Lord’s Alliance is thrown into chaos, and there is talk in Waterdeep of expelling Neverwinter from the organization. 

DR: 1376 - Sendai Ri'fialle has now drawn a host of nearly 10,000 Drow to the colony below Granite Hold.

DR: 1376 - Early Spring - NX4 Campaign begins.  The Knight Captain and his companions from Westgate return to the Sword Coast, pursued by a vast force of vampire Night Masks.  They approach the ruins of Dragon Spear Castle, exhausted, wounded and very nearly out of options…


Development Diary 2/15/17:

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 - they do now.  We also fixed several missing SoZ icons).
Flame, Acid, Frost, Poison, Vampiric, Lightning, Explosive, Petrification, Piercing, Adamantine, Cold Iron, Alchemical Silver.

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).


Development Diary 2/16/17:

- We've set up the ranged weapon expansion as a stand alone package you can download HERE.
- 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're working on The Nine Jewels of Neverwinter from "Volo's Guide to the North."
- 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


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:
Ray of Enfeeblement, 1 charge/use
Immune: Chain Lightning
+ 2 Concentration

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

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

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

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

- Onyx:
Chain Lightning, 2 charges/use
Immune: Web
+ 2 Hide

- Ruby:
Fireball, 2 charges/use
Immune: Color Spray
+ 2 Spellcraft

- Sapphire:
Cone of Cold, 2 charges/use
Immune: Fireball
+ 2 Heal

- Topaz:
Flame Arrow, 2 charges/use
Immune: Flame Strike
+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.


Development Diary 2/18/17:

- 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!

NX4 Material Spell Component System:
A Description of the Material Spell Component Mechanics.

Detailed below is the system we’ve engineered to institute the necessity for material spell components with in Neverwinter Nights 2.  The concept is two-fold – as all Vanican spell casters, (wizards, clerics, druids, rangers and paladins), will now require a spell focus to recover spells, (for example, spell books, ritual kits and holy symbols), and all magic users, (including the spontaneous magic users such as sorcerers, bards, favored souls, and spirit shaman), will need a consumable pouch of material components to invoke a magic spell. 


We feel the introduction of material components will improve gameplay in several important ways:

- The inclusion of material spell components will bring Neverwinter Nights 2 closer to the Dungeons and Dragons 3.5 ruleset.  In our opinion, bringing the video game closer to its pen and paper roots is almost always a desirable goal.

- Spellbooks and material components were some of the chief balancing mechanisms used to restrain Arcane casters.  Without a cost associated to casting spells, (and the vulnerability spell books), Vanican casters are “one nap away” from solving most any form of adversity. We believe adding material requirements will lessen the tendency of high level spellcasters to basically “throttle the heavens” at will.  Scenario developers can also limit/target spell component pouches and spell foci, and in doing so, bring the magic user a bit closer to parity with other classes.

- We believe adding a few elements of resource management will improve immersion in the game.  Suddenly there is a gold or time cost associated with detecting all the traps in a caster’s line of sight - or waving one’s hands and opening every locked chest in a dungeon.  Maybe that lowly invisibility spell will do the same job as going ethereal – at substantially less cost.  Material components reward tactical gameplay - while encouraging players to become more familiar with the various spell effects and their most cost-effective application.  This helps them become more intimate with the game universe.

- We believe adding a cost to spells will enhance the value of non-spellcaster contributions.  How much worth does a party rogue have when a caster can detect traps, make themselves immune to them, and then proceed to trigger them unharmed?  Or when a magic user merely snaps their fingers to spring locked objects?  Why bother with a fighter, when one can summon a hulking demon or towering elementals to tank the legendary beast of yore? Why… with proper spell selection, a magic user can even transform themselves into an engine of melee devastation - while still retaining ranged AoE damage and extreme puzzle solving utility.  That changes when spells cost resources, as spellcasters are encouraged to intrude less upon their teammate’s roles.  This enhances the worth of a rogue’s thief skills or a fighter’s durability… since they can do these things for free.

- Adding components and spell foci create an excuse for introducing a variety of non-combat enchanted items.  For example, a mystic belt which summons a few pouches of spell components, (or a Boccob’s Blessed Book for that matter), has no value in the previous chapters of Neverwinter Nights 2.  There’s little value in magical devices which don’t kill creatures, solve puzzles or enhance a character’s attributes.  Now, with the addition of material spell components, we’ve added an entire category of highly desirable and utilitarian magical items.  Part of creating an immersive game world is engineering difficulties for the player characters - and then creating wondrous and exciting ways for them to overcome the problems.

- Material components create opportunities for dramatic tension.  It opens the door to several new plot twists and unique combat situations.  For example,
now enemy rogues can swipe a component pouch, rendering whole levels of spell unusable in the heat of combat.   Another possibility is the creation of low resource/scavenging scenarios, where the players have to carefully salvage and manage their scant belongings – saving powerful enchantments for exactly the right moment.  And… just maybe… the genre-savvy evil warlord of ultimate doom might confiscate a wizard’s tomes before he locks the party up in his dungeon – just to be safe. 

- We see the addition of material components as an opportunity to round out neglected character skills.  For example, Survival has little use in the combat dominated world of Neverinwter Nights 2. However, when the ability can be used to scavenge food, drink and expensive spell components, it’s suddenly worth considering - as opposed to simply tossing a few extra ranks in tumbling, healing, use magic device, or concentration.

Survival Skill Component Harvesting Values:
(Number of components harvested = Survival Skill / 2, rounding fractions up).
Survival Skill 1: Level 0 Material Components
Survival Skill 2: Level 1 Material Components
Survival Skill 4: Level 2 Material Components
Survival Skill 6: Level 3 Material Components
Survival Skill 8: Level 4 Material Components
Survival Skill 12: Level 5 Material Components
Survival Skill 16: Level 6 Material Components
Survival Skill 22: Level 7 Material Components
Survival Skill 28: Level 8 Material Components
Survival Skill 33+: Level 9 Material Components

Characters with high degrees of “Survival” can harvest resources points available in most zones.  The areas are interactive, and they check survival skill via a dialog tree before allowing players to extract valuables.  The resources points can contain spell components, food, drink, crafting materials and other useful objects – which can both save money and potentially lives if the party is dying of thirst.  Each resource point can be harvested once per visit, and they reset when the players exit and re-enter the zone.

All natural environments, (non-city), will have a place where a druid or ranger’s ritual kit can be assembled with a 20 difficulty survival check.

Required Material Components By Class:
Presented below are the required material components by spell casting class.

- Mages & Specialist Wizards: 1 Spellbook for each level to recover spells. 1 stack of consumable material components for each spell of each level. 

- Clerics & Paladins: 1 Holy Symbol of proper alignment to recover spells. 1 stack of consumable material components for each spell of each level.

- Druids & Rangers: 1 Ritual Kit to recover spells. 1 stack of consumable material components for each spell of each level.

- Bards, Favored Souls, Spirit Shaman, Sorcerers: 1 stack of consumable material components for each spell of each level.

Some Examples of In-game Component Use:
Below is a few examples of the material spell components and foci in use.

Rath, a Generalist Mage, has the following:
- 3 First Level Material Component Pouches
- 2 Fourth Level Material Component Pouches
- 1 Seventh Level Material Component Pouches
- A full set of spell books, levels 0-9

With this load-out, our hero can cast 3 first level spells, 2 fourth level spells and 1 seventh level spell before he’s exhausted his supply of components.  Since he has a full set of spellbooks he is free to rest and regain all of his daily spells, however, until he buys or scavenges for some material components, he won’t be able to cast anything.

Rath continues his adventures, and, after re-supplying in town, he’s carrying large stacks of spell components.  However, in earlier in the day, he was briefly captured by an Ogre Magi, who took some of his spellbooks before fleeing.

Rath, a Generalist Mage, has the following:
- 20 Zero Level Material Component Pouches
- 20 First Level Material Component Pouches
- 20 Second Level Material Component Pouches
- 20 Third Level Material Component Pouches
- 20 Fourth Level Material Component Pouches
- 20 Fifth Level Material Component Pouches
- 20 Sixth Level Material Component Pouches
- 20 Seventh Level Material Component Pouches
- 20 Eighth Level Material Component Pouches
- 20 Ninth Level Material Component Pouches
- Spellbooks Levels 1-6 (7, 8 and 9 were taken by the Ogre Magi).


With this load-out, Rath can cast his full repertoire of spells and still have ample components left for later.  Before dark, a lich is encountered, and the battle is desperate - our hero uses up all of his 9th, 8th, 7th, 6th and three of his 5th level spells.  Because the Ogre Magi swiped his 7th, 8th and 9th level spellbooks earlier, when he rests that night, Rath won’t be able to recover his 7th, 8th, and 9th level spells.  He will regain all of his missing 6th and 5th level spells however.

Mundane Material Spell Components and Foci:
Below is a list of mundane spell components, holy symbols, ritual kits and spell books, commonly available in stores and shops throughout the realms. 

Material Spell Components:
Stack Size:
Item Tag: mca_comp_0 to mca_comp_9
Other Info: Material components are consumed upon successfully casting of a spell, deducting one from the stack.
Description: “Spell components are the requirements any arcane or divine caster must fulfill to conjure magical effects.  Some components are properly spoken invocations, chants or command words.  Others are complex gestures, body movements or hand motions.  Finally, some spells require material objects, which are often times consumed to invoke the power of a spell. The more powerful the spell, the more powerful the material components necessary to invoke it.”

“These small pouches contain all of the necessary material components needed to cast the spells of the appropriate level.  They are commonly sold by enterprising hedge-wizards throughout The Sword Coast, and characters with a high enough survival skill can harvest components in wilderness areas for free.”

- 80% Item Weight Reduction
- Useable by: Wizard
- Useable by: Cleric
- Useable by: Druid
- Useable by: Paladin
- Useable by: Ranger
- Useable by: Sorcerer
- Useable by: Bard
- Useable by: Favored Soul
- Useable by: Spirt Shaman
Cost Per Unit:
- Level 0 Material Component Pouch;  Gold Value: 10
- Level 1 Material Components Pouch;  Gold Value: 20
- Level 2 Material Components Pouch;  Gold Value: 30
- Level 3 Material Components Pouch;  Gold Value: 40
- Level 4 Material Components Pouch;  Gold Value: 50
- Level 5 Material Components Pouch;  Gold Value: 60
- Level 6 Material Components Pouch;  Gold Value: 80
- Level 7 Material Components Pouch;  Gold Value: 100
- Level 8 Material Components Pouch;  Gold Value: 140
- Level 9 Material Components Pouch;  Gold Value: 180

Mage/Specalist Wizard Spellbooks:
Stack Size:
Item Tag: mca_spell_wfocus_0 to mca_spell_wfocus_9
Other Info: Spellbooks are non-consumable, and required to recover Vanican spells on resting.  Each tome is keyed to a specific spell level, so a level 1 book is required to recover level 1 spells, and a level 5 book is required to recover level 5 spells.
Description: “This large, leather-bound book serves as a wizard's spell reference.  The tome has reinforced pewter corners and a lock securing it shut.  The pages have been treated to resist water, rot and other hazards an adventuring wizard is likely to face.  This particular spellbook is capable of holding more than one-hundred XXth level spells, with one spell transcribed on per page.“

“Without their spellbooks, a mage or specialist wizard will be unable to recover their spells while resting.  Each tome is is keyed to a specific spell level – i.e. without a first level spellbook, a wizard cannot recover their first level spells. Because of this vulnerability, most casters take great pains to safeguard their library.“

- 80% Item Weight Reduction
- Useable by: Wizard
- Lore +1
Cost Per Unit:
- Level 0 Spellbook;  Gold Value: 100
- Level 1 Spellbook;  Gold Value: 150
- Level 2 Spellbook;  Gold Value: 200
- Level 3 Spellbook;  Gold Value: 250
- Level 4 Spellbook;  Gold Value: 300
- Level 5 Spellbook;  Gold Value: 350
- Level 6 Spellbook;  Gold Value: 400
- Level 7 Spellbook;  Gold Value: 450
- Level 8 Spellbook;  Gold Value: 500
- Level 9 Spellbook;  Gold Value: 550

Holy Symbols
Stack Size: None
Item Tag: mca_spell_focus
Other Info: Holy symbols are non-consumable and required for clerics and paladins to recover their magic spells on resting.  The icons come in three types – Evil, Good, and Neutral, and are only useable by casters of the proper alignment.
Description: “A holy symbol is a small medallion, icon or figurine which represents a deity's power and portfolio.  They can be made of any solid material, from simple hardwoods to precious metals, with higher ranking members of the priesthood often owning expensive, ornate or even enchanted symbols.”

“Clerics and Paladin's use their holy symbol to turn undead, promote their god and as part of the religious rites in which they replenish their spells.  Without their icon, it becomes impossible for these classes to recover their magic when resting. “

- Useable by: Paladin
- Useable by: Cleric
- Useable by: Good
- Diplomacy +1
- Useable by: Paladin
- Useable by: Cleric
- Useable by: Neutral
- Bluff +1
- Useable by: Paladin
- Useable by: Cleric
- Useable by: Evil
- Intimidate +1
Cost Per Unit: Gold Value: 100


Ritual Kit
Stack Size: None
Item Tag: mca_spell_focus
Other Info: Ritual kits are non-consumable and required for druids and rangers to recover their magic spells on resting.  In all wilderness areas, there is a resource point where a druid or ranger’s ritual kit can be assembled with a 20 difficulty survival check.
Description: “A ritual kit is a collection of various objects used by Druids and Rangers to prepare their magical spells for the day.  Usually there are several small containers of pure water, a sickle, bones and various other natural charms and talisman which venerate the land or the perhaps deity the owner serves.

Without a ritual kit, Rangers and Druids are unable to restore their magic spells when resting.  Characters with advanced Survival skills can scavenge a ritual kit from most wilderness areas.
- Useable by: Druids
- Useable by: Rangers
- Survival: +1
- Concentration: +1
- Cast Spell: Awaken, 1 charge per use.
Cost Per Unit: Gold Value: 75


Magical Material Spell Components and Foci:
Below is a list of magical versions of the spell foci and component pouches.

Ornate Holy symbol

Stack Size: None
Item Tag: mca_spell_focus
Other Info: Holy symbols are non-consumable and required for clerics and paladins to recover their magic spells on resting.  The icons come in three types – Evil, Good, and Neutral, and are only useable by casters of the proper alignment.
Description:“These enchanted holy symbols enhance the power of any properly aligned cleric or paladin wielding them - improving their ability to heal wounds, influence followers, and repel undead creatures.”
- Useable by: Paladin
- Useable by: Cleric
- Useable by: Good
- Diplomacy +2
- Healing +2
- Bonus Feat: Extra Turning
- Bonus Feat: Ioun Stone - Charisma
- Useable by: Paladin
- Useable by: Cleric
- Useable by: Neutral
- Bluff +2
- Healing +2
- Bonus Feat: Extra Turning
- Bonus Feat: Ioun Stone - Charisma
- Useable by: Paladin
- Useable by: Cleric
- Useable by: Evil
- Intimidate +2
- Healing +2
- Bonus Feat: Ioun Stone – Charisma
- Bonus Feat: Extra Turning
Cost Per Unit: Not available for sale.

Boccob's Blessed Book
Stack Size: None.
Item Tag: mca_spell_wfocus_10
Other Info: Spellbooks are non-consumable, and required to recover Vanican arcane spells on resting.  A Boccob’s Blessed Book serves as a spell focus for all wizard spells, levels 0-9.
Description: “This well-made tome is ten inches tall, eight inches wide, and one inch thick. It is waterproof, covered in dragon-hide, and boasts a stout mithral lock, hinges, and corner protectors. Despite its diminutive size, a wizard opening this spellbook will quickly discover it has over one thousand pages, each capable of holding a single spell of any level.”

“These tomes are greatly prized by mages as traveling libraries, and most would count such an item among their most valued treasures.  A wizard with such a book could discard all of their other spell tomes in favor of this one.”
- Useable by: Wizard
- Lore +10
Cost Per Unit: Not available for sale.

Captured Level X Enemy Spellbook
Stack Size: None.
Item Tag: mca_spell_wfocus_1 to mca_spell_wfocus_9
Other Info: Captured enemy spellbooks behave like any store-bought spellbook of their level in all respects except one:  They have a 1 time use unique ability that generates three random scrolls of the spellbook’s level when used – representing potential new spells the enemy caster knew that the player did not. 
Description: “”This is a captured spellbook – what new and powerful magic dwells within its cover is impossible to imagine.  You open the covers with great anticipation…

“Use the captured spellbook to generate several magical scrolls, which you may then scribe, sell, or use in combat.  Once you’ve extracted the scrolls, the tome is in all respects a normal spellbook of its level.”
- 80% Item Weight Reduction
- Useable by: Wizard
- Lore +1
- Unique Power: Self, 1 charge per use – Summons 3 random scrolls of book’s level.
Cost Per Unit: Not available for sale, sells as a normal spellbook.


Pouch of Conjuration
Stack Size: Unlimited.
Item Tag: mca_comp_10
Other Info: Material components are consumed upon successfully casting of a spell.  This pouch is unlimited in its uses and functions as a material spell component for all spells of all levels for all classes.
Description: “This astonishing pouch instantly produces any material spell component required by a caster.  The value of this small bag to any magic user is indescribable - you'd best keep it well hidden, as the unscrupulous would certainly kill to possess such a treasure.“

- Useable by: Wizard
- Useable by: Cleric
- Useable by: Druid
- Useable by: Paladin
- Useable by: Ranger
- Useable by: Sorcerer
- Useable by: Bard
- Useable by: Favored Soul
- Useable by: Spirt Shaman
Cost Per Unit: Not available for sale.

Hierophant's Ritual Kit
Stack Size: None
Item Tag: mca_spell_focus
Other Info: Ritual kits are non-consumable and required for druids and rangers to recover their magic spells on resting.  In all wilderness areas, there is a resource point where a druid or ranger’s ritual kit can be assembled with a 20 difficulty survival check.
Description: “This particular Ritual Kit must have belonged to a powerful Druid - perhaps the leader of a circle or a Hierophant.  Its talisman and other implements seem especially potent, as they not only enhance the potency one’s summons, but allow a caster to call forth a powerful elemental spirit to fight on their behalf.“

- Useable by: Druids
- Useable by: Rangers
- Survival: 2
- Concentration: 2
- Cast Spell: Summon Orglash, 1x per day
Cost Per Unit: Not available for sale.



Development Diary 2/25/17:

  • 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.


Development Diary 2/28/17:

- 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.


Development Diary 2/28/17:

- 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:

One of Many:

Description: This horrifying abomination is a billowing cloud of darkness, draped in moldering burial cloth.  Its ghastly glowing eyes gleam with a wicked intelligence, mostly obscured beneath a flowing veil.  One of Many's only visible feature are its gnarled hands, protruding from tattered robes and terminating in vicious, hooked claws.  The creature remains ethereal most of the time, materializing only to feed or when doing your bidding.  

Biography: One of Many is uncountable evils in one - its consciousness composed of a multitude of murderers, lunatics, and other human detritus, all driven to insanity by imprisonment in Death God's Vault in life, (and then decades of disembodied misery in the Vault's crematorium). As such, One of Many is malice personified, and wishes to either feed on or do violence to all sentient beings - all except for you. You are the creator of this undead aberration, and so, for better or worse, it is bound to you, and you to it.

One of Many dutifully followed in your wake, relishing the ensuing destruction and chaos as you rampaged across the Unapproachable East.  As it's loyalty grew, you helped the monstrosity unleash The Brute, and allowed it to consume The Sleeper while you were both imprisoned below Coveya Kurg'annis.  As the monster's power grew, so did it's bond with you.

On your return voyage, you were afflicted with a powerful cursed mask, which not only disrupted your bond with One of Many, but quite nearly destroyed the creature.  The malignant entity possessing the Domino Mask tried to seize control of the whirling madness that constituted "The Many" - and in ensuing struggle, One of Many's spiritual husk was nearly destroyed.  Fleeing into The Plane of Shadow, the aberration was rendered little more than a flickering shadow, barely clinging to its un-life.

It took a considerable amount of time for One of Many to regenerate its torn shell, but the moment it could materialize, the creature set out to find its creator.  Though the cursed mask had burned away the beast's link to The Spirit Eater, One of Many began pursuing strands of fate intersecting with his master's.  Following the threads of those who had once - or one day would - cross paths with its sire, One of Many journeyed from Samarach to The Sword Coast and then across the very planes themselves.

Despite its exertions, the abomination's search was futile.  Hungry, weak and alone, One of Many resigned itself to oblivion, and slowly began to fade into nothingness.   However, as the void pulled the monstrosity into its cold embrace, a voice cut through the roar of The Many, like a scream piercing the chaos of a raging hurricane.  A thousand voices shrieked in unison, "It is the master!  The Spirit Eater has thrown off the curse!  They are in danger!  Their enemies come!"  Clawing itself from the brink of destruction, One of Many tore through the barriers separating the planes, and charged towards the only creature it ever bonded with.  The voices cried out in unison, "Soon we shall feed again... soon we shall gorge on the essence of your foes!  Soon... we bask in your presence... we come for you master!  Persist just a short time more!  We come!"


Development Diary 3/02/17:

  • 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 the Icon Set with the new icons HERE.