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Norlamin Arborshate
Jakunen
citizensnips
pyro
nlyh
Fuubar
Grave_Zero
Kira
Karasu
devious78
nevernight
Izz'orgoll
EVIL
snilldog
Jeremor
SlipSloop
Slayermaster
DM_Bucephalus
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DM_Bucephalus
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DM_Bucephalus


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PostSubject: New Areas??   New Areas?? EmptyMon Dec 05, 2011 8:29 pm

Since I am "officially" in charge of UD building until I find someone better. I'd like to ask what levels, monsters, or area types would you all like to see?
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Slayermaster

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PostSubject: Re: New Areas??   New Areas?? EmptyMon Dec 05, 2011 8:35 pm

Goblins. Deep-gnome camp. Rogue focused areas.
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Karasu

Karasu


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PostSubject: Re: New Areas??   New Areas?? EmptyMon Dec 05, 2011 8:46 pm

I would love to see Sschindylryn linked to either existing areas better or having new areas opened. Now it is only linked to one other area (portal room) which also linked only one other. Technically it is a wasteland while lore wise it would be the greatest settlement around.

With a better Scchindylryn there could be an enchanted RP to none-Drow (the city is more acceptable), none Loth followers, etc.

An inn like indoor place would be nice in Sschindylryn, offering resting, ale, wines, other kind of exotic flavours. Perhaps a few crafting places, a trader selling traps, etc.


Aside of that:

Would love to see an upper dark area of some old Shield Dwarf settlement, ancient, now occupied with some monster races. No idea of level and monster, more of the mood.

There could be a mid-level area of goblin tribes near to Sschindylryn with the aim to gather slaves (by killing their warriors) a future mission/quest perhaps? Could be linked with the goblin caves near to Shadowdale with some difficulties to cross between the two (perahps something is controlling those goblins now?). Maybe the link map could be just DM event crossable?

A Deep Gnome settlement? Tiny, hiding in upper darks somewhere.

Zones linked to Maerimydra, Szith Morcane with undeads/ Banshee Queen servants?

Would love to see something with river, small stream.

Just brainstorming though.

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SlipSloop

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PostSubject: Re: New Areas??   New Areas?? EmptyMon Dec 05, 2011 8:47 pm

Quote :
Goblins. Deep-gnome camp. Rogue focused areas.

As well as tunnels leading deeper into the Underdark and corresponding areas. The Underdark feels very linear at times with the only direction being "this way" and up.
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Jeremor

Jeremor


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PostSubject: Re: New Areas??   New Areas?? EmptyMon Dec 05, 2011 9:44 pm

"Finishing" Sschindylryn would be nice, but I'm not sure it's the most vital thing the underdark needs at this moment.

Right now you have Beetles/sharks for lvls say 1-4, oozes(maybe mushrooms) for 4-8, dead pits 8-12, azers 12-16, and then not much besides Duergar, who are too difficult for a lot of classes to solo at non-epic lvls.

So a 16-20 lvl zone would be nice, maybe difficulty focused more on the lower range of that(lvls 16-18). Something to do with Maerimydra like Karasu said above, so we can at least feel like we've made some sort of progress toward it.

Aside from that, simple linking zones(tunnels, or roomy caverns for a change) that allow different routes through the underdark would really go a long way toward making it more immersive I think. We're just so cramped right now, with very little to actually explore. A body of water with Aboleths would be neat.
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snilldog

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PostSubject: Re: New Areas??   New Areas?? EmptyMon Dec 05, 2011 9:56 pm

A tunnel to Freehaven would be awesome Smile.

Also, our guild houses *cough*.
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EVIL

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PostSubject: Re: New Areas??   New Areas?? EmptyMon Dec 05, 2011 11:15 pm

umber haulks, displacer beast, gauths, goblins, orcs, ogres, orogs, hobgoblins, Gloura, derro, duergar, dwarfs, Minotaurs(upperdark), Kuo-toan(apparently they have the fully animated versions), gremlins, and bi-nou.
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Izz'orgoll

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PostSubject: Re: New Areas??   New Areas?? EmptyMon Dec 05, 2011 11:50 pm

I agree with Karasu
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nevernight

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PostSubject: Re: New Areas??   New Areas?? EmptyTue Dec 06, 2011 12:10 am

A svifnelbein crematorium, where unruly gnome slaves get disposed. Other races could fit in too, just push em and kick em. Everything fits with some effort.
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devious78

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PostSubject: Re: New Areas??   New Areas?? EmptyTue Dec 06, 2011 12:17 am

More random monsters in the tunnels, the UD is supposed to be a dangerous place to travel.
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Karasu

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PostSubject: Re: New Areas??   New Areas?? EmptyTue Dec 06, 2011 1:53 am

devious78 wrote:
More random monsters in the tunnels, the UD is supposed to be a dangerous place to travel.

I am not sure how well one could create scripted events but there could be other ways to create dangerous places: like poisonous clouds in tunnels, ice-cold water where after the crossing one risks being ill and numb, almost frozen, lack of proper air, etc. In these scripts (if it is possible) there could be something like race+skill vs. a DC roll to avoid the effects, where the underdark races gain a huge advantage as they already know their ways around how to survive.

I feel Sschindylryn as necessary development - even some kind of way to receive surfacer attention and thus could take the pressure on Free Haven. Those surfacers willing to deal with Drow and other UD races could go there.


And someone mentioned Rogue areas. Would be awesome! Perhaps the said ancient Dwarven upper dark halls with full of traps and tricks, perhaps even mythril mechanical contructs. Perhaps there could be a quests that one noble in Sschindylryn ask the player to collect some relics/artefacts (where the artefact is more historical) from these halls Smile.
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Karasu

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PostSubject: Re: New Areas??   New Areas?? EmptyTue Dec 06, 2011 1:58 am

Oh, yes. I forgot to ask... The tavern/inn in Sschindylryn could serve some other kind of function as well. With en-closable rooms (much less would be needed then in the huge Shadowdale's inn) one could do a proper plotting. Drow are anyway likes to plot and now everyone's little secret is the cliff up in Sschindylryn.
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Kira

Kira


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PostSubject: Re: New Areas??   New Areas?? EmptyTue Dec 06, 2011 3:26 am

some quests would be nice. The surface has several quests we have none.

Quote :

As well as tunnels leading deeper into
the Underdark and corresponding areas. The Underdark feels very linear
at times with the only direction being "this way" and up.


I completely agree with this. If you are chasing someone through the underdark the is really only one way to go so you automatically know which way to go. There should be all kinds of ways to go and get lost in. Multiple different ways to get to the surface, or even just multiple different ways to get to the mines leading to the surface would be great.
I love Axe's maze map. I would love to see more similar maps placed around the underdark in places that are en route to and from the surface so that surfacers have to go through this area to get into or out of the underdark. This also gives a place where underdark creatures who are familiar with the area an advantage over people visiting. Also make it dark.

I would love to see some areas open on the way to Maerimydra, or the outskirts of a ruined city. Populated with the armies of the banshee. Fire giants, undead, goblins, ogres, and demons.

perhaps individual cities/villages for the alliance of the banshee's armies. Fire Giants, goblins, ogres. As part of the effort to retake maerimydra we could be attacking these individual villages forcing these creatures to abandon the banshee to protect their homes.

I would also like to see well rounded areas that require a team to tackle. Places where it is very difficult if not impossible for people to solo. You need a team with a cleric, wizard, a rogue to complete.
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Grave_Zero

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PostSubject: Re: New Areas??   New Areas?? EmptyTue Dec 06, 2011 4:02 am

As the others said Mazes - filled with that kind of Monsters what Evil mentioned (umber haulks, displacer beast, gauths, goblins, orcs, ogres, orogs, hobgoblins, Gloura, derro, duergar, dwarfs, Minotaurs(upperdark), Kuo-toan(apparently they have the fully animated versions), gremlins, and bi-nou.)- that would make UD a really difficult and hard places to travel there.
I would like to see that every important map (like the camp or the city of Schindilryn) would connected with this way... So it would be really hard to a surfacer to go there... who are not familiar with the maze, would lost in there and "eaten" by the mosnter what lurks there...
Others mentioned the dangerous traps inside the tunnels... what would effect everyone, who didn't start in the UD (if it's possible to srcipt somehow)... mostly surfacers who haven't been in UD yet, or just rarely, and don't know the UD enough to avoid such things... that would be awesome and very Lore wise too... (Or it could be the same as the UD race blinded versus Sun negative effect on the surface with daylight)
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Fuubar




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PostSubject: Re: New Areas??   New Areas?? EmptyTue Dec 06, 2011 5:54 pm

I am all for the deep gnome camp. It would be nice to roll a svirf and not have to worry about sneaking through camp to get decent experience at lower lvls (the sharks in sschindylryn to deep gnomes is like an elephant only getting a handful of skittles for dinner Razz ), unless you are or plan to be a slave that is. A few rogue focused areas would be great as well, as both of these would help me make a svirfneblin that I can avoid becomming a slave with. It just seems to bug me that they are 'the most stealthy and elusive folk' of the underdark, yet almost all of them are slaves, at least until they get to higher lvls and can break free from their masters.
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SlipSloop

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PostSubject: Re: New Areas??   New Areas?? EmptyTue Dec 06, 2011 6:15 pm

I'd also like to add that the slime pits still need a resting spot. Wouldn't also mind if the slime pits were also expanded upon and an area was added to reflect involvement in those tunnels from Ghaunadaur's cult.
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nlyh

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PostSubject: Re: New Areas??   New Areas?? EmptyTue Dec 06, 2011 7:29 pm

Sschindylryn should be more important place as the camp is a small refugee place.

The city should have the crafting too. IMO.

I generally agree with Karasu.
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pyro




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PostSubject: Re: New Areas??   New Areas?? EmptyTue Dec 06, 2011 7:53 pm

The city should have the full range of services that are avaliable in Myth and SD, just as Freehaven should. With the Freehaven update it looks like we're moving in this direction though, which is great.
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AlphaCentaur

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PostSubject: Re: New Areas??   New Areas?? EmptyTue Dec 06, 2011 10:27 pm

Does nwn2 have hooked horror models? Nwn1 had them, if I recall. It would be great to have those monsters alongside the ones already mentioned.

I would also love to see a deep gnome settlement (and also to play a deep gnome). The problem is, hardly anyone plays them, unfortunately. Sad

A more winding, almost maze-like, tunnel and cavern layout would be great. Also a river or two and a few lakes.
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citizensnips

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PostSubject: Re: New Areas??   New Areas?? EmptyTue Dec 06, 2011 10:29 pm

I'd play one if there was a deep gnome settlement on the server..
So +1 to deep gnome settlement XD
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EVIL

EVIL


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PostSubject: Re: New Areas??   New Areas?? EmptyTue Dec 06, 2011 11:14 pm

New Areas?? Deep_g11

I was bored one day, but I got alot of other things going on now.
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DM_Bucephalus
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DM_Bucephalus


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PostSubject: Re: New Areas??   New Areas?? EmptyWed Dec 07, 2011 9:36 pm

Karasu wrote:
I would love to see Sschindylryn linked to either existing areas better or having new areas opened. Now it is only linked to one other area (portal room) which also linked only one other. Technically it is a wasteland while lore wise it would be the greatest settlement around.

With a better Scchindylryn there could be an enchanted RP to none-Drow (the city is more acceptable), none Loth followers, etc.

An inn like indoor place would be nice in Sschindylryn, offering resting, ale, wines, other kind of exotic flavours. Perhaps a few crafting places, a trader selling traps, etc.


Aside of that:

Would love to see an upper dark area of some old Shield Dwarf settlement, ancient, now occupied with some monster races. No idea of level and monster, more of the mood.

There could be a mid-level area of goblin tribes near to Sschindylryn with the aim to gather slaves (by killing their warriors) a future mission/quest perhaps? Could be linked with the goblin caves near to Shadowdale with some difficulties to cross between the two (perahps something is controlling those goblins now?). Maybe the link map could be just DM event crossable?

A Deep Gnome settlement? Tiny, hiding in upper darks somewhere.

Zones linked to Maerimydra, Szith Morcane with undeads/ Banshee Queen servants?

Would love to see something with river, small stream.

Just brainstorming though.


Expansion of that area is in the works Smile
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DM_Bucephalus
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PostSubject: Re: New Areas??   New Areas?? EmptyWed Dec 07, 2011 9:39 pm

I hear alot off deep gnomes and for things to be more...multi level. We do have expansion of the second city being worked on

Evil is that a deep gnome settlement:)?
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Jakunen

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PostSubject: Re: New Areas??   New Areas?? EmptyWed Dec 07, 2011 9:47 pm

Karasu wrote:
I would love to see Sschindylryn linked to either existing areas better or having new areas opened. Now it is only linked to one other area (portal room) which also linked only one other. Technically it is a wasteland while lore wise it would be the greatest settlement around.

+1 to this. Actually, I should have included it in what I'd like to see in the new year. Oh well.

Honestly, the one time I made a character and sent him to Sschindylryn to start with, the very first thing that came to my mind is "Oh, this place must not be finished... and now I have no idea how to get out or where to go."

Even though it does look pretty nice so far, I think the deserted vibe it gives off would drive off newer players who are not familiar with the UD. Even a player new to the PW with some knowledge of how to RP a Lolthlite drow can get around easier than someone who starts in Sschindylryn.
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Karasu

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PostSubject: Re: New Areas??   New Areas?? EmptyWed Dec 07, 2011 10:03 pm

But honestly one of the best map I ever seen. I am so much in love with that city. The darkness around but the little lights reflected back from the black surface of the lake... The cliff... Amazing.
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