Players Manual

Alternate Combat Animations

fencing_master

Alternate Combat Animations (ACP)
Alternate Combat Animations adds a level of customization to your character never thought possible in the early days of Neverwinter Nights. Choose from over twelve different fighting styles. Wether you are a Monk from a temple to the mountains in the far North or a Barbarian that likes to cleave their opponent in little manageable bits, you can find a fighting style that is completely your own.

ACP allows your character to walk, run, and fight in a manner that more reflects their personality. These animations are unlocked by quests and finding teachers throughout the module or another player who has acquired them and will take the time to show you.

Customizable Fighting Styles
With the ACP you’ll be able to choose from a wide range of styles.

  • Assassin
  • Bear Claw
  • Demon Blade
  • Dragon Palm
  • Fencing
  • Barbarian
  • Kensei
  • Arch Mage
  • Social
  • Sun Fist
  • Tiger Fang
  • Warrior

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Languages

scrolls

Languages - Learnable and Teachable
There are now a host of languages that your character can learn during their travels. Players will acquire these by completing quests or observing another player who can speak in the tongue. Mages can research in libraries in the hopes of unearthing ancient texts that activate their learning with just one click. No longer limited to just one language you will enjoy dynamic role-play as you switch between languages on the fly.

The list of learnable languages includes

  • Abyssal
  • Animal
  • Thieves’ Cant
  • Celestial
  • Draconic
  • Drow
  • Dwarven
  • Elven
  • Gnomish
  • Goblin
  • Halfling
  • Hebdezi
  • Infernal
  • Orcish
  • Sylvan

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Player Action Widget

d20

Player Action Widget (PAW)
This module makes use of an innovative item called the Player Action Widget, from here out we'll refer to as the PAW. An intelligent widget, the PAW offers players numerous play options that were 'standards' in Pen and Paper D&D but sadly lacking in NWN.

Each player receives this item when entering. The PAW allows characters to actively search for traps, secret objects, and hidden compartments. They can also use it to leap gaps, listen at doors, use items in the inventories to spike doors open and shut, lower ropes into pits, etc... The best thing about the widget, though, is that it does not display useless options. It only offers choices that make sense for the target selected.
The full list of options available to players through the PAW is as follows:

  • Listen at the door
  • Detect Traps
  • Spike this door shut
  • Spike this door open
  • Remove the spikes from this door
  • Search this object for hidden compartments
  • Search this area (25 foot radius)
  • Create a campsite here
  • Jump
  • Drive a spike into the ground, secure a rope to it, and lower it into the pit.
  • Retrieve rope
  • Climb down the rope
  • Listen
  • Rest

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Writing Tools

There are a number of writing tools available to you within the game. Some towns have a writing supply store that carries goods specific to this purpose. Here you can buy the following.
  • Quill -
  • Sheet of Paper - This can be written on by activating a quill’s Unique Power and targeting a Sheet of Paper. Paper has a limited quantity of characters that can be used for it’s title and body of text. If you need further space to record our thoughts look no further than books.
  • Books - Books operate much in the same manner as paper in that you activate a quill to use them but they provide a much larger character limit that will enable you to tell longer stories.
  • Bulletin Board Notice - These items are used to post messages to the player community. Review the entry on Bulletin Boards for more details.
  • Signet Rings ???
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Persistent Journal

The journal entries that you gain throughout the module remain persistently with you. However to view an updated version reflecting all of your achievements and clues you have found you will need to buy a Journal Item from a shop and use it on yourself. This will refresh your memories.
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New Character Login

When you character first enters the world of Nordock Awakening you are taken to a special area that is reserved for new characters. Once you leave this area you will never be able to return. Here you will be stripped of all items and gold which will be replaced with the starting gold by class as per the D&D 3.5 Players Handbook. You will then find that a store will open that has lower prices than what you will find in the rest of the module. If you want to open this store again just talk to the appearance models.

In this area you can use the models there to customize your character in the following manner.
  • Head model
  • Hair color
  • Skin color

You may also talk to the statue to gain insight and tips for new players.
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Un-ID on Drop

This small system will cause dropped object to become un-Identified after a short period of time if they are not in the possession of a creature or within a container.

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Traps

The module supports active detect trap searches of doors and placeables. It would be unwieldy and ultimately annoying to players if they were forced to do full active searches for traps down every section of corridor. Instead, we allow for normal detection methods traps with a 'bonus' for detection if a player actively searches a section of floor or corridor for traps and full active search trap detection on chests, doors, etc... In addition to the standard array of traps, What good pen and paper adventure doesn't have pit traps, I ask you?!? We have added a number of diabolical and fun custom traps for you to make your way through.

Pit Traps
If you are unfortunate enough to trigger the trap and fail your reflex saving throw. A fellow party members will also be able to lower a rope for them or climb down the rope, themselves, to the bottom of the pit. Alternately if you have a Grappling Hook and Rope you can use that to escape.
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Torches and Lanterns

Both torches and Lanterns are enabled in Awakening. You can equip torches in order to provide an inexpensive light source. In order to use a lantern you must fill it with oil by activating the oil flask’s special ability and targeting a lantern. Alternatively Oil Flasks may be thrown by activating the special property - grenade weapon and targeting an enemy or ground near them. If thrown it only has a 50% chance of actually igniting. Both torches and lanterns have a limited burn time determined by their type and how many times you have equipped them. Each time a player equips a torch or lantern they will receive a message indicating what percentage of burn time is left on the item.
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Trolls

trolls

No bridge is safe from their menace…and their cook pot is warm.
If you hit and knock one unconscious, expect it to get back up again unless you deliver a devastating blow by elements such as fire, or acid. The standard torch will damage the troll, as long as you attacks the troll while its unconscious and a torch is equipped.

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Secret Hidden Objects

One of the design goals of this module was to allow faithful pen and paper module adaptations. That means 'active' searching. This is why your players are given a Player Action Widget. Players can actively search an area, attempt to detect traps, and many other things with the PAW

A note on Elves and Dwarves
The Players Handbook states that Elves get to roll a search check just as if they were actively searching, just by coming within 5ft of a hidden object. Likewise, Dwarves get to roll a search check just for coming within 20ft of a hidden object that is built into stonework. The game will do a hidden object search for that character in the background and reveal the object to them if they make the DC roll.

Hidden Tracks
Hidden tracks have only a DC for detection purposes and they don't reset. However, they have three additional 'message' check that determine what a player examining the track detects. The messages are set to allow three 'levels' of information:
  • a general low level message that anyone examining the tracks can gather
  • a message level that only rangers can gather from the tracks, and
  • a message level that only rangers 7th level and above can gather.
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Rope Climbing

Players can lower ropes to their party members or make use of grappling hooks attached to ropes to get themselves out of pits or to other normally inaccessible areas.
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Resting

campfire_1

There are two different ways that players can rest. First, by pressing the "R" key on their keyboard. Second, by selecting the option from the Player Action Widget. The PAW allows players to initiate resting, even if monsters are nearby, but give's no option to set AFK status. If players initiate resting by using the "R" key, they are presented with two options.

  • Rest
  • Set Status: Away From Keyboard

By default - players can rest once every 4 game hours (8 minutes real time) and players can go AFK and Back, whenever they want. The AFK status is a visual indicator for your party but does not protect you from attack. If you move away from your location you will automatically drop out of AFK status.

Players can make use of the items listed below to create a more restful environment for their characters.

  • Oilcloth or Burlap Tent
  • Burlap Adventurers Tent
  • Tinderbox
  • Bedroll
  • Planks

The better the environment, the more hit points their character can recover from resting. Players can use different items individually to create a campsite, or they can use the PAW to scan their pack inventories and create the best camp possible with the items they are carrying Resting indoors in a bed will provide a full recovery.
Note: that when resting your character will not do so inside a tent. there just needs to be one nearby.

When you rest every race except for Elves drop to the ground and are blinded for the duration of their slumber. Elves do not sleep as other races do but go into a meditative state. Therefor they will kneel in prayer and not be blinded.

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Movement, Racial

At Awakening we have chosen to play with the 3.5 ed racial movement rates Halflings, Gnomes, and Dwarves move 20% slower than Elves, Humans and Half-Orcs.
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Poisons

poison_bag

Poisons can be created using the Alchemy craft or found as part of treasure. It is even rumored there are some merchants who operate a black market selling poisons though most cultures have outlawed this trade.

According to the Dungeon Master's Guide, poisons are divided into four types: Contact, Ingested, Inhaled, Injury. This distinction has been implemented using a new system in Awakening.
Injury Poison
can be used to coat a weapon so that creatures hit with it are poisoned. Only weapons that deal slashing and piercing damage can be poisoned. Players who attempt to poison a weapon have a chance of poisoning themselves (poison fumble). Assassins are exempt from this rule and do not have to roll a poison fumble skill check when applying poisons. If you successfully apply poison you will be notified and told how many doses you have applied. Different poisons last longer than others. Each time you hit an opponent one dose is deducted from the weapon.
Inhaled Poison
The container can be thrown so that the gaseous poison bursts out into 5' radius, affecting everyone in the area. With this type of poison you can target the ground nearby.
Contact Poison can be used to

    • poison a weapon so that creatures hit with it are poisoned just as with injury poison (see injury poison).
    • Coat an item with poison so that creatures picking it up or equipping it are poisoned. Players that pick up the item must make a spot check and if equipped they must make a remove traps check. If they fail they are poisoned but if they pass the item then is given a cast spell ability to Clean the Poison Off. However if you are the one that poisoned the item no such check is required.
    • Thrown at someone to poison them. In this case you must target the creature and not the ground. This requires a successful ranged touch attack.
Ingested Poison
can be used to poison a food and drink items along with drinking sources like wells and streams.

Poisons can be used through activation the the poison vial’s set of Cast Spell abilities implementing the uses in the list below. A poison vial item may be of only a single poison type and only useable once.
  • Contact -
    Cast Spell: Poison Item
    Cast Spell: Poison Weapon
    Cast Spell: Throw Poison Vial
  • Ingested - Cast Spell: Poison Food
  • Inhaled - Cast Spell: Throw Poison Vial
  • Injury - Poison Weapon

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Map Books

Cartography is a ancient and valuable craft in Nordock. There are two types of objects involved in this trade. When you enter an area that you have a map for you are instantly show the mini map for the entire area. You can purchase Maps from the Map Shop.
  • Map Books hold Map Pages. These are atlases that can hold up to 32 maps of the same Region. You can combine two Map Books together that share the same region. The description of Map Books is adjusted as you add or remove maps from it. If you are curious which maps are contained in a map book just look at the description.
  • Map Pages give you the visibility of area. They can be added to Map Books of their region.
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Listening

There are many areas in the module where listening is done behind the scenes by a DC check. If they roll successfully, they get a floating text message that notifies them that they 'think they hear something'. Activating the PAW will then give them the exact text describing what they hear.
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Jumping

players are able to jump any obstacle
  • Where jumping is enabled
  • to which they have line the other side
  • is within their race's jumping distance

To commence a jump use your PAW to target a location on the ground where you would like to jump to. A conversation will start and If the above conditions are met you will be able to choose the “jump” option from the menu.
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Hunger and Thirst

When traveling outside of areas such as towns where food and fresh water are in abundance, you will have to regularly consume sustenance. You can do this by activating either a canteen or food items unique power and targeting yourself. Alternately you can drink from wells or fresh water streams simply by using them.

On a regular basis you will see two bars in your feedback window. these red and green colored bar shows exactly what a PC’s “level” of thirst and hunger is. All red is bad, all green is good.

This value is the number of game hours plus the PC’s constitution score that the PC can go without risking ill-effects from dehydration and starvation. Once they pass this point a fortitude check is made every hour at increasing difficulty. If the PC fails this check they become fatigued and take dehydration subdual damage” (this is not actual HP damage)
What happens when either the dehydration or starvation subdual damage exceeds the PC’s maximum hit points? Your PCs will suffer worse effect or even die from this.
  • Fatigue effects of starvation and dehydration are not removed from either resting or spells. Only eating or drinking removes them.
  • Beware, that some items can carry poison, disease, sleep and other properties.
  • Lack of food or water will not prevent a PC from being able to rest

Alcohol
Inebriation is tracked much like hunger and thirst but it does not have an info bar. However, as a player drinks more and more, certain effects will worsen and after a certain threshold; you will start performing random acts of drunkenness.
The effect of drunkenness will wear off over time on a character, the longer you have drank, the longer it will take. As the player drinks, unseen fortitude checks of increasing difficulty are made, and failing them cause negative effects to be applied to the PC of varying intensity, which increase the more drunk they become. Eventually the player will temporarily pass out, and they cannot get further drunk than that. characters cannot die from over-drinking. Only the passage of time or resting will remove the effects of alcohol. Removing alcohol effects by resting only require completing the rest, it does not require for the rest to have provided spell or hit point recovery.
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Henchmen

Players can hire assistants called henchmen. This is a great idea at lower levels. You have many options to work with the tactics equipment, and other features of henchmen. Do this by starting a conversation with them. Henchmen come in a few varieties.
  • Some henchmen can be hired from the Adventurer’s Guild or other faction strongholds. These are open to all lower level characters if you have the gold which raises by level of the player. These henchmen gain persistent XP by fighting along side of you so the more often you use them the more valuable they will be. If they die these henchmen bleed out similar to how players do. If they perish you cannot hire another henchmen until you die or the server is reset.
  • Other Henchmen will join your group as part of a quest either as a reward or as part of the plot. If they die these henchmen spawn back at their point of origin.
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Healing Kits

Healing kits can be used in two ways.
  • Target a bleeding character to stabilize them.
  • Apply long term care. A character that successfully receives long term care will heal double their usual amount of hit points the next time they rest. If they are still injured they will have to receive long- term care a second time to get double healing on their next rest.
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Fight of Flight

Awakening uses a morale system that better represents the personalities of the inhabitants of this land. Consider the goblin: a craven creature if ever there was one; yet it will stand and fight unto its own death against terrible odds. Flight should not only be a function of how many of your allies have been killed, but by how you stand against your individual opponent, and how your group is faring relative to your enemy’s group. In this spirit, First we determines whether a creature should be checked for morale undead, construct, those with a lower intelligence, fear-immunity feats, such as Aura of Courage. Dominated creatures will be excluded. We also determine the battle-hardiness of a creature. The weakest creatures will fly at the drop of a hat. Average creatures will take a little more to shake them up. veterans will only flee if things are really not going their way. Morale checks will happen when a creature is damaged and also on the death of a compatriot. A retreating creature will then scan the vicinity for a leader or a rallying point. They will run to the leader first, and the waypoint in the absence of a leader (assuming the Rally point is meaningfully far away). In the absence of either, they will simply run away and disappear from the area. Retreating creatures (and ones that are killed) sparks their compatriots to make a morale check; as a result, the death or serious injury of one creature at the hands of a strong PC/party can lead to an entire group of foes heading for the hills. In this logic, a mass of creatures will stick it out against a few tough guys, but will run if the situation is reversed. A strong creature will wade in
against many if the odds are in its favor, but will turn if things aren’t going
its way.
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Doors

Many of the special functions that players can activate via the PAW involve doors (listening, detect traps, spike open/shut).

Trapped Doors
Players will still be able to use their PAW to actively detect the trap concealed on the object or door. Rogues can also gain experience points for disarming or unlocking a container or door.

Spiking Doors Open or Closed
Players can use their PAW to target a door and if they have spikes and a Spike Hammer they have the choice to spike a door open or closed. This could help them to find a more secure room to rest in or can keep powerful creatures from getting out of a room. When you spike a door the needed items will be automatically looked for in your pack and used. You will see a spike object at the middle base of the door to let you know the job is done.

Listening at Doors
Players are able to use their PAW to target a door and try to listen to what is on the other side. This information could help the party decide wether to enter or try and find another route through a dungeon. Two factors determine the feedback a player gets when he or she listens at a door:
  • their skill check roll
  • the type of creature on the other side of the door. Heard text will be returned to the player on a successful listen check at the door.
Comments

Description Messages

Area descriptions are a important part of Pen and Paper D&D. This provides feedback to the players about things that the game's graphics or sounds can't convey - the smell of a place, the mood, whether it is warm or cold, etc... We have interpreted this so that as your player moves through areas they will have text float above their head displaying *Description*. If this happens check your feedback window in order to reach the description.
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Death, Dying, and Resurrection

death

* Long Term Care?
Awakening adds a negative 10 bleed out system to the game per the 3.5 Players Handbook rules.
Dying
Whenever a character takes damage that brings them to 0 to -9 hit points, they are considered dying

  • Awakening ignores massive damage and all wounds taking the PC to negative hit points will go to the bleeding process. For instance a character at 10 HP that takes 30 points of damage from an attacker will not immediately die but go to -1 HP and start bleeding out, thus offering them the chance to stabilize on their own or by a party member. Thus traveling in parties and investing in ranks of the heal skill are valuable.
  • If a player logs out with a character that is at 0 or negative hit points, or at any state other than alive, the next time they log in the character will be killed and thus their state will be set to dead. This is as designed.
  • When bleeding, players lose one HP per round (6 real time seconds). In this state monsters assume the character is dead and move on to other targets or just move on about their business if no other targets are around.
  • Nearby party members are visually reminded each bleed round alerting them to the fact that their comrade is bleeding.
  • Characters have a % chance +/- their constitution bonus and a small contribution from their healing skill to stabilize on their own each round. If they do not succeed this they slip 1 point closer to death.
  • Healing Kits have been added which, when used by another player, henchmen, or familiar on a bleeding character, stabilizes that character on a successful healing skill check.

Stabilization

  • When a character stabilizes they slow their bleeding. Each game hour they have a % chance to recover (go to 1 HP) or take 1 point of damage.

Death
When a character dies they are sent to the Shadowlands where they must pay the toll of the Reaper in the form of memories (XP Loss) or find another way out. Players are charged a certain amount of XP for each level their character has attained when they re-spawn. But if they have died recently less XP is taken as a way to encourage adventuring.
  • When a character dies, all non-plot equipment is dropped onto a corpse object and must be salvaged by the returning character or their party members.
  • Some gods in Nordock are more powerful than others and those gods hold sway over death and have the power to recall their champions to the living. Upon death if you worship a major deity you have a small chance of them immediately returning you to the land of the living.
  • Other characters can go to a temple and pay for your body to be raised from the dead or resurrected. There will be less of a XP cost here through there will be more of a financial one.
  • A cleric of high enough level can cast Raise dead or resurrection upon your corpse in order to raise you to that spot. This is the lowest XP cost.

Resurrection
Upon Resurrection your corpse will be destroyed though your items will remain in a backpack container. You will be provided with death robes as a parting gift from the Reaper. You will be taken back to your faction resurrection location. Over time you can change your resurrection location by adjusting your faction and religion.

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Bulletin Boards

These boards can be found in most towns. This is a way for you to communicate with other players in character. You can post your messages on this board and it will be persistent through server resets. To post a message there are two ways.
  • Talk to the scribes who are normally standing next to a bulletin board. They will walk you through the creation of a message. You can then target a board and it will search through your pack and give you the option to post your message.
  • Alternately, you can purchase a black bulletin board notice from the writing shop and use a quill to create a message. (See the section on writing tools for more information on this method)
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Armor Encumberance

A knight moving through the forrest wearing full plate armor will be well protected but they will also move slowly and make a large amount of noise. We interpret this with the following movement speed adjustments based on the type of armor worn.
  • Halflings and Gnomes suffer an 8% medium armor encumbrance movement penalty or a 15% heavy armor encumbrance movement penalty.
  • Humans, Elves, and Half-Orcs suffer a 10% medium armor encumbrance movement penalty and a 20% heavy armor encumbrance movement penalty.
  • Dwarves have no armor encumbrance penalties (as specified by the D&D 3.5 edition rules).
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Banking

The Temples of Zilchus are a center of commerce and banking for Nordock. If you are looking for a safe place to keep your money so that you will not drop it when you die talk to a Holy Accountant at the temple.
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Breakable Items

all fragile items within smashed containers will have to save vs the type of damage that destroyed the chest or be destroyed themselves. Suddenly a good rogue becomes ALOT more valuable to the party.

Above you see the remains of a treasure chest that was blown to smithereens by a mage's fireball. The chest originally contained one arcane scroll, two potions, and an emerald. All that is left now is one pile of ashes (the remains of the scroll which failed its save vs fire damage), two shattered items (the remains of the potions), and the emerald, which survived the blast.
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