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Icewind Dale II Forum Update

(PC: Single- & Multi-Player RPG) | Posted by Myrthos @ Tuesday - April 09, 2002 - 05:57 -
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| Game Info | Rate this game | Homepage | Screenshots
From the forums:

    Josh Sawyer

    Dragons
    The most impressive aspects of a dragon are often difficulty to convey in game.
    1) Their ability to FLY: If dragons could fly in IE as they could in a pen and paper game, it would lay waste to just about any party. They fly so fast and so far that it would be very easy for any dragon to just take off when the going got tough, only to return later.
    2) Their immense size: In a PnP game, it's easy to describe how a dragon lays waste to huge sections of forests and puny human houses. In a 2D engine that uses static backgrounds, dragons are forced to scuttle around on their hind legs just to maneuver through the search map.

    Some dragons are intelligent, but not all are. Icasaracht was fairly intelligent (one might argue she was TOO intelligent for a white).


    Population in IWD2
    Targos takes up three exterior maps: the docks, the town, and the palisade wall. There are also about a dozen interiors. Here are the names of the "name" characters with dialogue there:

    Black Geoffrey
    Blanchard Pike
    Brogan
    Crandall
    Eldgul
    Firtha Kerdos
    Gohar
    Guthewulfe Henghelm
    Hedron Kerdos
    Honest Jon
    Jorun Tamewater
    Kickshaw
    Magdar Shenlen
    Reig Redwaters
    Screed
    Cahl Hyred
    Deagle Elmwood
    Deirdre Gallaway
    Denham Fisher
    Elytharra
    Garradun Tanner
    Ghille Laider
    Jemeliah
    Koluhm Bonecutter
    Loman
    Lumbar Grundwall
    Maxiel of Silverymoon
    Oswald Fiddlebender
    Phaen of the Rags
    Ragni Bellows
    Ulbrec Dinnsmore
    Urbek Stonefoe
    Valin Geldencross
    Anson
    Caulder
    Gable
    Harlesford
    Illigmar
    Isherwood
    Kadence
    Menon
    Niles
    Olap Tamewater
    Shawford Crale
    Swift Thomas
    Tabard Mooncalf
    Tarran


    Red Knight
    There is a Temple Pavillion in Targos that is run by a priest of Tempus named Ragni Bellows. He is assisted by a priest of the Red Knight named Denham Fisher. They have dramatically different opinions on the state of the battle. Ragni basically believes that if you stomp on enough goblins, they'll all eventually scatter. Denham is afraid that if the goblins are reinforced and led by more powerful goblinoids, they won't be so hard to shoo away.


    Some spells
    Gedlee's Electric Loop
    (Evocation)
    Level: Sor/Wiz 2, Talos 2
    Range: Caster
    Duration: Instantaneous
    Casting Time: 2
    Area of Effect: 5-foot radius
    Saving Throw: Reflex half
    Upon completion of this spell a ring of electricity erupts from the caster, dealing 1d4 electricity damage per caster level (maximum 5d4 electricity damage) to every creature within the area of effect. In addition, creatures struck by the ring are stunned for 1 round. A successful Reflex save halves the damage and negates the stunning effect.

    Flensing
    (Necromancy)
    Level: Sor/Wiz 8, Bane 8
    Range: Sight of Caster
    Duration: 1 turn
    Casting Time: 1
    Area of Effect: 1 creature
    Saving Throw: Fortitude half
    This horrid spell strips the flesh from a target. The target creature takes 1d4 slashing damage per caster level. In addition, the creature is afflicted with a magically induced bleeding wound that deals 1 damage for every 5 caster levels per round for the duration of the spell. A successful Fortitude save will halve the initial damage and negate the bleeding wound.

    Lutzaen's Frequent Jaunt
    (Transmutation)
    Level: Sor/Wiz 5
    Range: Caster
    Duration: 9 rounds
    Casting Time: 5
    Area of Effect: Caster
    Saving Throw: None
    Similar to Dimension Door, this spell allows the caster to instantaneously jump to another location within visual sight. In addition, the caster gains the special ability to jump a number of additional times, once for every 3 caster levels.

    This last spell has frequently been called the "Game Breaker Spell" because Dimension Door = Screw Up Designer Plans.


    Some weapons and a buckler
    Knucklehead - Buckler +2
    This amazing ivory-white buckler has been carved from the head of a giant knucklehead trout. It is sturdy as bone, and light as well, and it makes an effective shield. The craftsmanship of the buckler is truly extraordinary, and the worker's symbol inscribed at the bottom spells out the name, "Apsel."

    The temptation to go 'knuck, knuck, knuck' while wearing this shield is extremely high.


    Widow-Through - Keen Two-Handed Axe +1
    Black Donald was a grim man with a twisted sense of humor. Though not quite malicious, he had little regard for human life. When his adventuring band, Winnowing Drake Company, asked him to fell an opponent, he did so without question. In addition to his wiry brawn and even temper, Donald was known for his fastidious care of his weapons and armor. He kept his great axe keen and shining at all times. When he waded into battle, crimson blood flew out in all directions from the gleaming blade. Donald's halfling friend, Tim Rootfield, commented that the axe was so sharp that it would make widows out of half the wives in Faerun. Black Donald smiled at the halfling and said that his blade was sharp enough to cut through the husband and back to village to get the wife on the follow-through.


    Iron Mary's Reply - Light Crossbow +3
    "Iron" Mary of Tantras was a woman of stunning beauty and deadly serious resolve. Iron Mary was easily spotted among her dark-haired mercenary company. Not deigning to wear a helmet, she knew her long blonde hair was visible from across a battlefield. Mary was often hired to track down groups of criminals in lawless lands and put an end to their activities. After five years, troublemakers throughout the Moonsea and Inner Sea knew that if Iron Mary was on their heels, they had angered someone of considerable importance. Instead of putting up a proper fight, many outlaws would attempt to surrender. Iron Mary never accepted surrender, so her reply was always a crossbow bolt shot into the forehead of the fool who dared to try talking his or her way out of impending doom.
 
 
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