Post by Longtide on Oct 18, 2004 11:25:33 GMT -5
By request, here are two maps of the Northern Peridotia regions.
One is a plain jane grid that shows how it's laid out, the other is a topographical view from high high above.
Northern Peri Grid Map
Topographical View
Some pointers to keep in mind when in these regions.
-Smuggler's Point is on the far North Western tip of the island of Peridotia, and Peridotia itself is on the far South side of the island.
-There are three main ways of travelling these regions. (Save the Volcano hills, there it's uptop or under in the caves).
1) By following the coastline. The coastline is perhaps the fastest and most direct route from A (Peridotia) to B (Smuggler's Point). (Of course there is the boat in the Lomatin Eastside too when the trans are ready).
2) By mucking through the swamp. Probably not the safest route (or at least it wont be when the swamps are fully finished), but it will provide for the most movement options and is perhaps the only way to get to the more "interesting" places.
3) And by taking the "High Road". The high road is the embankment that seperates the swamp from the coast and though quick, many obstacles block the high pass, sometimes forcing you into the swamps.
(Two reasons for this. 1) Allows for better control of encounters as I will be using the swamps as dangerous encounters, the high road as "normal" and the coast line as easy (less side routes and caves, those should be interesting, what with all them sunken pirate ships and sea hags about!)
2) Raising the Terrain and using forrests was the only effective way of covering up the water placeable sharp corners. )
Things you should know about all regions North of the Bandit woods and West of the Wild Forest.
-This is an extremely rogue friendly area. Tons of locks (dc's 21 - 70), lots of traps (dc's 21 - 50), 80+% of npc's are pp'able (So much so, there shouldn't be any reason to be pp'ing players without their consent). There are even homes to break n'enter. (Some homes are set up like puzzles).
-There's a *coughs*brothel*coughs* in Smuggler's point that plays a big rp part of the town.
-Smuggler's Point is about 75% done.
-There is a hidden and slightly secret family business operating in these areas. This business will now put both the Archer and the Arcane into the Arcane Archer. (Ever wanted to shoot a web arrow before? hehe)
(I made three shops to try and control this new Archer thing. One shop to be part of the hidden secret, another to sell bows, and the last one to sell arrows (non palette arrows, made like 8 different ones) at 50% of the cost. These arrows are marked stolen to limit corrupting of buying and selling.
Would like to have some people see if this is fool proof or not. If it's cocher, cool, if not, well lets just toss it then and go with the palette arrows).
-Vaenor Barony is still locked down. This will be worked on after the swamp encounters are done, which will be started after Smuggler's Point is finished.
-Scattered about these regions are "Animals nest" with a little gold (50gp) and nwn low random scripts. This should be viewed as salvaging what the animals found. (Selling it's fur, eggs, teeth or maybe a racoon made off with a travellers purse. Just a little imagination here, better then nothing and it also gives reason to travel into certain corners and areas that you wouldn't normally travel in cause of obviously ooc 5 mile visual dead ends.
So yes, I will use this thread here to advise of what I have managed to finish / update over time. Please do post here if you have bug to report.
If you look very very closely at the topographical map, you can see that this is a HUGE project that I have been working on steady now for the last 4 months. That map does not show the Goblin Warrens, the Caves and Passages, the Smuggler's Point buildings nor the various other internal buildings that have been included.
Anyhow, hope all are having fun.
-Longtide.
One is a plain jane grid that shows how it's laid out, the other is a topographical view from high high above.
Northern Peri Grid Map
Topographical View
Some pointers to keep in mind when in these regions.
-Smuggler's Point is on the far North Western tip of the island of Peridotia, and Peridotia itself is on the far South side of the island.
-There are three main ways of travelling these regions. (Save the Volcano hills, there it's uptop or under in the caves).
1) By following the coastline. The coastline is perhaps the fastest and most direct route from A (Peridotia) to B (Smuggler's Point). (Of course there is the boat in the Lomatin Eastside too when the trans are ready).
2) By mucking through the swamp. Probably not the safest route (or at least it wont be when the swamps are fully finished), but it will provide for the most movement options and is perhaps the only way to get to the more "interesting" places.
3) And by taking the "High Road". The high road is the embankment that seperates the swamp from the coast and though quick, many obstacles block the high pass, sometimes forcing you into the swamps.
(Two reasons for this. 1) Allows for better control of encounters as I will be using the swamps as dangerous encounters, the high road as "normal" and the coast line as easy (less side routes and caves, those should be interesting, what with all them sunken pirate ships and sea hags about!)
2) Raising the Terrain and using forrests was the only effective way of covering up the water placeable sharp corners. )
Things you should know about all regions North of the Bandit woods and West of the Wild Forest.
-This is an extremely rogue friendly area. Tons of locks (dc's 21 - 70), lots of traps (dc's 21 - 50), 80+% of npc's are pp'able (So much so, there shouldn't be any reason to be pp'ing players without their consent). There are even homes to break n'enter. (Some homes are set up like puzzles).
-There's a *coughs*brothel*coughs* in Smuggler's point that plays a big rp part of the town.
-Smuggler's Point is about 75% done.
-There is a hidden and slightly secret family business operating in these areas. This business will now put both the Archer and the Arcane into the Arcane Archer. (Ever wanted to shoot a web arrow before? hehe)
(I made three shops to try and control this new Archer thing. One shop to be part of the hidden secret, another to sell bows, and the last one to sell arrows (non palette arrows, made like 8 different ones) at 50% of the cost. These arrows are marked stolen to limit corrupting of buying and selling.
Would like to have some people see if this is fool proof or not. If it's cocher, cool, if not, well lets just toss it then and go with the palette arrows).
-Vaenor Barony is still locked down. This will be worked on after the swamp encounters are done, which will be started after Smuggler's Point is finished.
-Scattered about these regions are "Animals nest" with a little gold (50gp) and nwn low random scripts. This should be viewed as salvaging what the animals found. (Selling it's fur, eggs, teeth or maybe a racoon made off with a travellers purse. Just a little imagination here, better then nothing and it also gives reason to travel into certain corners and areas that you wouldn't normally travel in cause of obviously ooc 5 mile visual dead ends.
So yes, I will use this thread here to advise of what I have managed to finish / update over time. Please do post here if you have bug to report.
If you look very very closely at the topographical map, you can see that this is a HUGE project that I have been working on steady now for the last 4 months. That map does not show the Goblin Warrens, the Caves and Passages, the Smuggler's Point buildings nor the various other internal buildings that have been included.
Anyhow, hope all are having fun.
-Longtide.