Pilgrim - apocalyptic campaign for NWN2

If you decide to completely remove any areas. You should upload the prefabs to the vault. You are very talented at area creation - would be a shame to see them disappear forever.

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I agree with Trinital it would be a shame to lose your prefabs Grog.:grinning::four_leaf_clover:

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Thanks, guys, I definitely will!

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I’ll be honest with you @Grog, this is the only module that has made me play Neverwinter Nights 2 (I’m stuck with 1, thanks). As such, I am eager to play the second chapter of Pilgrim. Keep up the good work!

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Thanks, Emocion, that means a lot! (Although I think the module only gets around some of NWN2’s flaws by keeping combat to a minimum, to be honest…)

Also by limiting obnoxious amounts of cutscenes and by having proper grammar :wink: . Combat in D&D games is always much more ubiquitous compared to the pen-and-paper game itself anyway, I think Pilgrim has a nice balance. I liked the ‘optional’ hard encounters (like the dead elf king) and hope that you add more in the upcoming chapter.

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Well, this is somewhere there’ll definitely be optional hard encounters…the Godsfall Rig.

The area is essentially the arcane equivalent of an abandoned oil rig, now occupied by a pirate flotilla - so it’s a great excuse to use some of the steampunkiest Rogue Dao resources, as gathered up by kamal.

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Apocalyptic pirates great can’t wait. Really nice work. I hope to see it in your module.:star_struck:

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That area looks amazing. Great Job!!

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Thanks, guys!

This weekend, I’m channelling my inner Ravenloft with one of the chapter’s biggest sidequests; this is the Bone Garden.

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Very atmospheric.

TR

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Really good work Grog, nice and gloomy.:star_struck:

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Yeah, gloomy is kind of my go-to! (It covers a great many design sins, and a few of the worst tendencies of the NWN2 art, as well…)

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Grog keep the screenshots coming - you have a true skill in area design…

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Thanks, Trin!

I will keep putting out screenshots, but actually, there are only a couple of big outdoor areas left to create for this chapter.

Then a lot of writing, item-creation, some preliminary balance…and hopefully not too late this summer, I’ll have something ready to put out.

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Nothing massively new - just taking some new shots while building out combat encounters.

  1. The arena is built high above the ocean’s surface on a teetering rig - I think it’s doomed to be ‘cool concept, looks a bit weird and unnatural in NWN2’
  2. On that note, can anyone think of a good name for a tavern built in an old scrap-metal junker?

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Wow! Loving what I’m seeing so far. Considering your module’s setting, I think your arena still fits in with the overall theme. As for the tavern name… = I’m not good with names… erm… Rusty Hull?

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The screen shots are great. I guess you could call it the Junkyard Tavern or the Rusty Nail Tavern.

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Thanks, BowShatter!

I think the issue with the arena is that NWN2 doesn’t necessarily give a good sense of height (or wind). So the PC is walking about on a flimsy chain-link floor high in the air, with massive iron balustrades beneath them…but it all just looks a bit messy and doesn’t feel precarious.

Clanking footsteps and some creaking sound effects might help!

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Does it have a metal-type walkmesh underneath? That may help.

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