Mara Sheringal | 02.18.14



Exploring the footsteps of the Auren Society of Weavers!



Mara Sheringal is a very unique member of the Auren Society of Weavers, for her studies favored her time with the Clergy of the Velsharoon Church, rather than the Weavers of the High Tower, and this makes for an interesting journey in Fate of the Auren. Now Mara arrives in the Land of the Dead as a Level 4 Cleric of Velsharoon, Level 2 Sorcerer and a Level 1 Monk, surpassing Perthrowilo Ithil in experience points.



Her arrival changed a lot of what she was taught by the priests of Velsharoon, for those healing spells she prayed for, would now be those of inflicting damage as her spirit shifted from positive to negative. These additional spells from the Cleric's Spell Circle became a true source of power, just as they did in the Land of the Living, now reversed. Mara Sheringal also brought a collection of gear from one realm to the next, her journey in the Land of the Dead ready to begin.



- Auren Society of Weavers Gold Ring [Almraiven]
- Auren Society of Weavers Robe [Almraiven]
- Cloak of Undead Protection [Shadewood]
- Ring of Classification [Almraiven]
- All Business [Almraiven]
- Stonewall Boots [Almraiven]
- Ruby Set Belt [Shadewood]
- Hands of the Fire Demon [Shadewood]
- Hand Crafted Arrows [Almraiven]
- Bolts [Shadewood]


Resting and sorting through her spells.


Now also having some training as a Monk, Mara's fists gave off a lot of punch in combat, but even so, it didn't take long to find her a weapon she could use easily enough where other members of the Auren Society of Weavers would have certain difficulty. The additional bonuses that the Auren Society of Weavers Robe offers via magical runes as one gains in level, helped add to her overall damage output, and she came in the same high bar as Circe Steel in combat.

Mara had an unexpected guest drop in...


Mara's journey started out just as well as other members of the Auren Society of Weavers, until it was time to select her spells, which due to being multiclass, introduced many more choices than a Wizard or Sorcerer would have normally. Bless, Virtue, Endure Elements, Divine Favor and even Bull's Strength as a priest, turned Mara into a combat machine. Along with a high armor class (AC) of 19, getting up close and bloody wasn't much of an issue at all. Mixing it up with Negative Energy Ray and a slew of Inflict Wound spells, healing kept Mara and any companions ready for the next wave without needing campsites to rest until absolutely necessary.

...and then dropped in herself!


With more power up front, Mara soon found herself exploring many of the odd projections that make their home in the Land of the Dead. Such projections created from the memories of spirits sorted through the Well of Souls help shape the realm and make it what it is, and her tasks set out by the Auren Society of Weavers took a back seat to the strange projections she stumbled upon. Now what of her journey in the Land of the Living? Was she so carefree there as well, or did she have the potential to focus when called upon?

- Mara summoned forth Halav as a laboratory assistant.
- Members of the Shadowed Pangurk at The Shed were taught a firm lesson.
- She took the time to help out three dead spirits and return their troubled souls to the Land of the Dead.
- And even helped out the Midnight Alley Ghost on The Strip.
- As well as Magnus Magicus, from Arra's Haunted Home on Horseshoe Lane.
- Gutted the Werefolk Captain on her way to save Wundra.
- Completed the Nightshade hunt of Vampires on the streets of Almraiven.


Stumbling upon the Valley of Moon Mountain.


Exploring with Mara Sheringal as a priest of Velsharoon caused some in-game issues during the early stages of testing. The most glaring was being able to use healing spells as such, without any damage done to Mara by positive energy. Wizard and Sorcerer spells were taken care of, so one could cast Negative Energy Ray on themselves and heal their wounds now that they exist in the Land of the Dead, but I never thought of doing it for Cleric spells.

Time for some rest and reflection.


So ... the modifications to all healing cleric spells now cause damage, and all inflicting cleric spells now heal wounds. This change added a lot more to Mara Sheringal's personality, as well as maturity with her Velsharoon faith. It also let me know that someone who took the time to play Almraiven and Shadewood, can now complete the trilogy with Fate of the Auren using their character while learning the dynamics of what it's like to be a spirit in the Land of the Dead, and the changes that will bring to their spell selection.

Delolad Senocen | 12.29.13



Exploring the footsteps of the Auren Society of Weavers!



Delolad Senocen, a young elf by their standards, comes to the realm with a lot of experience as a member of the Auren Society of Weavers. Much like Feradach Findlaech before him, Delolad arrives as a Level 6 Wizard. Only 1,097 experience points behind Feradach, Delolad still ran into some unpleasant trouble during his travels.



A good number of helpful Auren Society of Weavers gear was left behind when Delolad was ripped apart by the explosion of the portal, a much needed destruction to return the Darkness back to the Land of the Dead. Although he arrived with a fine stitched robe, it was not that of the Auren Society of Weavers. His choice of weapon, a Wooden Branch, which offers no additional spells like that of his Auren Society of Weavers Quarterstaff. Thankfully, Delolad died wearing his Auren Society of Weavers Ring, which assisted in storing a few extra spells for the journey ahead.



Bakadah might not be very pleased to learn his most trusted pupil during the course of an investigation through Almraiven and Shadewood, wasn't wearing all of his gear. Just what else did Delolad bring to the Land of the Dead? Let's take a look.

- Auren Society of Weavers Gold Ring [Almraiven]
- Rignald's Band [Almraiven]
- Carved Boots [Shadewood]
- Wooden Branch [Shadewood]
- Black Stitched Robe [Shadewood]
- Carved Bolts [Shadewood]
- Rusty Spiked Helm [Shadewood]
- Hands of the Fire Demon [Shadewood]
- Amalin's Cloak of Lurking [Almraiven]
- Wild Looking Boots [Almraiven]
- Golden Amulet [Shadewood]

Looking south to the vast projections beyond.


Despite all of this, the journey forward was a positive experience, and Delolad made use of his renowned skill in Persuading those he came across. When parlay failed, the young Elf had a good assortment of woven binds to change the course of the conversation toward his own goals and desires. With a lack of additional spells, damage and protection from not arriving with his Auren Society of Weavers Robe and Quarterstaff, Delolad met and travelled the realm with Ahlias Nox. An extra hand in battle would be helpful.

Investigation? But there's a boat here!


This, you see, is where things took a turn in another direction. Delolad really enjoyed exploring the vast wilds of the Land of the Dead, despite knowing his investigation loomed above him. Ahlias Nox wasn't much help to deter him, loving the wilderness just the same. So off did the two go, a journey that took them away from the road with little to show for supplies, reduced protection and a smaller spell selection.

Ahlias, what do you mean there's a trail hidden here?


Let's not forget though the path Delolad Senocen took in the Land of the Living, and his impact on that realm of existence before arriving in the Land of the Dead.

- Delolad Senocen has a close companion in Falis Goodmane.
- He summoned forth Halav as a laboratory assistant.
- Gutted the Werefolk Captain on his way to save Wundra.
- Members of the Shadowed Pangurk at The Shed were taught a lesson too.
- But Delolad did take the time to help out three dead spirits and return their troubled souls to the Land of the Dead.
- And even helped out the Midnight Alley Ghost on The Strip.
- As well as Magnus Magicus, from Arra's Haunted Home on Horseshoe Lane.
- Ventured to Shadewood and met the spirit of the Mountain Pass in Myth Unnohyr.
- Put an end to Razormaul and his Kobold crew.
- But ended up losing Tyner to spiders in the Spider Cave.

Perhaps we should have stayed on the road. . .


Sadly, Delolad Senocen never did make it in the end. Exploring such wet regions exposed him to a lot of rain, which made putting a good campfire together difficult. Not to mention, finding dry wood to ignite so he and Ahlias Nox could rest their wounded projections. Once Negative Energy Ray was spent, and a lack of fire to brew potions, stumbling through the wilderness on such low supplies, one encounter after another was soon to be their last.

Scrambling through the wilds of the Farrow Flatts.


Once Ahlias Nox was extinguished, Delolad Senocen soon followed. In a cruel twist, they both died once they found the road again, only six hours away from the safe haven of a nearby town. This journey does bring into question on whether a few more interior campsites should be included out in the wild, or does one leave it as is and allow the risk of venturing off the beaten track be the experience? More tweaks might be in order.

On a related note, Delolad Senocen was extinguished by the same encounter as Circe Steel.

Feradach Findlaech | 09.15.13



Exploring the footsteps of the Auren Society of Weavers!



Feradach Findlaech is one of few smiles, and even then they look more like a snarl on his scarred features. Clawed at a young age before arriving to the High Tower for his apprenticeship, it has hardened him, and the lack of a friendly demeanour allowed him to focus solely on his studies. Don't let the street-side look fool you though, for Feradach is quite intelligent and arrives to the Land of the Dead as a Level 6 Wizard of the Auren Society of Weavers.



The going was tough at first, for Feradach Findlaech did not arrive to the Land of the Dead with any of his Auren Society of Weavers gear - a quarterstaff which offers extra spell slots; a gold ring to store two spells within; a robe that pulsates and grows in power as one levels - all left behind in the burning ruin of the One Copper Inn in Volothamp. Even being naked in this realm is not safe, so the grumbling Wizard had to splurge for some extra protection early on.



His training took little care in the linguistic arts. A man of few words, Bluff, Persuade and Intimidate do not mix with his style. Rather, Feradach has his woven bind do the speaking for him, using Scare, Eletric Jolt, Ray of Frost and Acid Splash to pull out the information he requires. If that fails, he pulls out their teeth before extinguishing their spirit.

Startled, Feradach readies himself!


But what else did Feradach bring to this realm of existence? Surely he didn't get as far as he did as a member of the Auren Society of Weavers being naked all the time.

- Shimmering Dagger [Shadewood]
- Ruby Set Belt [Shadewood]
- Golden Amulet [Shadewood]
- Whispering Wind Cloak [Shadewood]
- Sinkers [Almraiven]
- Hands of the Fire Demon [Shadewood]
- Rusty Spiked Helm [Shadewood]
- Faded Copper Ring [Shadewood]
- Small Granite Ring [Shadewood]
- Wooden Bolts [Shadewood]



Like Perthrowilo Ithil, Feradach Findlaech opted to remain wearing Aunt Aries Small Granite Ring as well. Based on arriving with the Shimmering Dagger, his movements in the Land of the Living brought him to sneak through Colir Loomstalk's private chamber for a few extra goodies. Another interesting choice is wearing the Whispering Wind Cloak from Maraba Slingtoss' crew. It's not even magical, but having it could certainly prove more interesting in the Land of the Dead where some are waiting for their revenge. With that said, let's look at what other dasdardly deeds Feradach Findlaech did in the Land of the Living.

Feradach enjoying some alone time with his thoughts.


- Feradach Findlaech has a close companion in Shayla Shay.
- He summoned forth Unuwen as a laboratory assistant.
- While searching the Spider Swamp, Feradach Findlaech killed Maraba Slingtoss.
- Put an end to Razormaul and his Kobold crew.
- And had little patience for Colir Loomstalk, putting him to the dirt as well.
- But, Feradach Findlaech did have the time to visit the spirit of the Mountain Pass in Myth Unnohyr.

Grumbling loudly, Feradach is reminded why he wears boots in the first place!


His footprint in Almraiven is quite tiny, obviously keeping a low profile through the bustling streets and backstabbing city dwellers. It's when Feradach gets to Shadewood, does he seem to become more involved, surely from growing into his role as a member of the Auren Society of Weavers!

Lost in the wilderness, Feradach curses ever leaving the safety of the road.


Sorry to the player of Feradach Findlaech, and to those who waited for the next update. Matters during the summer took precedence.

Perthrowilo Ithil | 05.22.13



Exploring the footsteps of the Auren Society of Weavers!



Welcome Perthrowilo Ithil to the Auren Society of Weavers fellow members! This demi-mortal makes men fall to their knees from just a glance, her two horns on the top of her head sharpened to a deadly point. She's very intelligent too, and makes great use of her knowledge while exploring the projections in the Land of the Dead. Arriving as a level 7 Wizard, she was ready to get moving the moment her own projection arrived.



As a demi-mortal, Perthrowilo's footsteps leave a lasting impression on this realm of existence, as has her time in the Land of the Living. Bakadah certainly trained her well before her first assignment in Almraiven and those following in Shadewood. Today we'll look at how she's handled herself in the Land of the Dead.

Examining her surroundings.


It should be noted that Perthrowilo has not died while roaming the vast projections one can find themselves exploring. Her saviour being the knowledge of Improved Invisibility, Elemental Shield and Isaac's Lesser Missile Storm, and all three have been enjoyable to use in combination with her other known spells. As a demi-mortal, Perthrowilo Ithil also knows all spells from first to third level, so her range of preparation does help with strategy.



As for Perthrowilo Ithil's gear on arriving in the Land of the Dead? It's quite different from those of Circe Steel, focusing more on the Weaver side than that of a Barbarian.

- Auren Society of Weavers Quarterstaff [Almraiven]
- Auren Society of Weavers Gold Ring [Almraiven]
- Auren Society of Weavers Robe [Almraiven]
- Slightly Burnt Cloak [Shadewood]
- Ruby Set Belt [Shadewood]
- Golden Amulet [Shadewood]
- Old Rotten Gloves [Shadewood]
- Wild Looking Boots [Almraiven]
- Small Granite Ring [Shadewood]
- Bolts [Shadewood]

Perthrowilo Ithil died in the Land of the Living wearing all her Auren Society of Weavers gear, where Circe Steel was missing her Quarterstaff and Gold Ring. It seems that Perthrowilo also was wearing Aunt Aries Small Granite Ring, used to pass through the illusion in the cave to locate the laboratory. What will Aunt Aries say if Perthrowilo meets up with her in the Land of the Dead? Or perhaps even followers of Velsharoon, as she brought along the Slightly Burnt Cloak.

A dust covered portion of the Inner City.


So who was Perthrowilo Ithil during her breathing years in the Land of the Living? How much of a footprint did she leave behind, and is anyone in the Land of the Dead waiting for her own spirit to arrive to exact revenge upon her or welcome her with thanks? Let us dig a little.

- Perthrowilo Ithil has a close companion in Annex.
- She summoned forth Halav as a laboratory assistant.
- Her choice to save Darwien instead of Wundra, means Falis Goodmane was killed by her hand.
- Perthrowilo Ithil doesn't take well to threats, and killed Chelles, as well as his men on Cuttback Kat Alley.
- She also took care of the Werefolk Captain on her way to save Darwien.
- Members of the Shadowed Pangurk at The Shed were taught a lesson too.
- But she did take the time to help out three dead spirits and return their troubled souls to the Land of the Dead.
- And even helped out the Midnight Alley Ghost on The Strip.
- As well as Magnus Magicus, from Arra's Haunted Home on Horseshoe Lane.

Sadly, the database files did not have the completed records of the events in Shadewood, which would be stored the moment the portal was destroyed. Regardless, this demi-mortal left a good trail behind during her time in the Land of the Living.

Getting her nose dirty in some street business!


There is still Feradach Findlae to explore, the Auren Society of Weavers has not forgotten!

Circe Steel | 03.04.13



Exploring the footsteps of the Auren Society of Weavers!



Circe Steel is a very unique member of the Auren Society of Weavers, who finds herself in a new realm of existence upon arriving in the Land of the Dead after the events in Shadewood. Sporting a mean looking facial tattoo, hair pulled tightly into a ponytail, and putting aside her membership quarterstaff for a greatsword, she's not one to mess with.

Barbarian blood flows through her veins, perhaps from a time before arriving at the High Tower for training in the arcane arts, and it fuels her in battle with the Weave of the Auren Society of Weavers, in a supporting role.



It's been interesting taking a look at all the player characters and database files sent in the past month after the initial shout out request, and it has given me some insight into the minds of those who have trained at the High Tower as members of the Auren Society of Weavers. Circe Steel is the only multiclass character sent in, and the first I began testing with. Yes, she's tough! Yes, she's died.

The latter is important to note due to the high number of hit points she's attained in her travels (44). Circe has a strong damage range [2d6+4 (+5)] that can sink creatures a normal Wizard or Sorcerer could have trouble with. She has, on average, a +3/+4 higher attack bonus (AB) then most. Adding the ability to summon a creature, Circe's a beast! Having her die even after all that has been mentioned is a cause for concern when attempting to create a level of comfort and balance for all members of the Auren Society of Weavers.

Limping about and bloody!


What I've really been excited about going through, are the choices players made through their journey, as well as the selection of gear characters are wearing at the time of their death after destroying the portal in Shadewood. In death, material goods do not make the trip. What one's wearing at the time of their death in the Land of the Living, is what one carries over in the Land of the Dead, and it becomes the projected image of yourself. Let's take a closer look at Circe Steel's equipment and where they come from.



- Cloak of Undead Protection [Shadewood]
- Sinkers [Almraiven]
- Amulet of Battle [Almraiven]
- Ring of the Warrior [Almraiven]
- Twisted Bone Band [Almraiven]
- Hands of the Fire Demon [Almraiven]
- Ruby Set Belt [Shadewood]
- Auren Society Robe [Almraiven]
- Sling Stones [Shadewood]
- Striking Sword [Almraiven]


So we know Circe Steel was not wearing her Auren Society of Weavers Ring, a band that allows one to store spells into it at a higher level than they can be cast normally. When you wield a greatsword, the Auren Society of Weavers Quarterstaff isn't required, even though it offers a bonus second level spell slot. Lost amid the rubble and ash of the One Copper Inn now.

Lurking about town in the night.


But what of her time in the Land of the Living? What did Circe Steel do, to whom, and will it have an effect in the Land of the Dead? The souls of those killed remember how they drew their last breath. Will Circe Steel have to look over her shoulder? Let's indulge ourselves.

- Circe Steel has a close companion in Annex.
- She summoned forth Halav as a laboratory assistant.
- Her choice to save Darwien instead of Wundra, means Falis Goodmane was killed by her hand.
- Circe Steel doesn't take well to threats, and killed Chelles, as well as his men on Cuttback Kat Alley.
- Members of the Shadowed Pangurk at The Shed were taught a lesson too.
- As was the Werefolk Captain on her way to save Darwien.
- While searching the Spider Swamp, Circe Steel killed Maraba Slingtoss.
- Put an end to Razormaul and his Kobold crew.
- And even went toe to toe with Zoetia the Vampire in the Deadwood.
- But she does have a helping hand, assisting the Midnight Alley Ghost on The Strip.
- As well as Magnus Magicus, from Arra's Haunted Home on Horseshoe Lane.
- And the spirit of the Mountain Pass in Myth Unnohyr.


Resting her exhausted projection.


I'll examine more members of the Auren Society of Weavers in the days to come.

Calling all Weavers! | 02.01.13



Up front and center, Auren!


The High Tower needs your help!

For those who completed both Almraiven and Shadewood, and still have their character available, I'm sending out a request to have them sent via e-mail for testing purposes. I'm curious as to see what players are using at the end of Shadewood to get a better understanding of stocking merchants and containers for Fate of the Auren. 


Your characters could be the testing star in Fate of the Auren!










I can chew through the module quite easily as I know the design, when to expect events to trigger and when combat is just around the corner, so having a wide variety of other members of the Auren Society of Weavers would be helpful during the testing phase. Sorcerer's are most welcome, as I only have one character that I'm using in Fate of the Auren, while the other two are pure Wizards.







To do this, simply find your character export from Shadewood's ending, located in your Neverwinter Nights installation directory - G:\Games\NWN\localvault\PC_NAME.bic and shoot off an e-mail to the below address. If you don't mind the extra directory shuffle, sending in your Database files - G:\Games\NWN\database\ALMRAIVEN.* - would be a bonus, but not a requirement.

In death, we're negative | 12.24.12



From positive, to negative!

Merry Christmas, Happy Holidays and a Negative Plane greeting to all!

It's a great shift in attitude when you start to play what you've been working on, even when there's the second half of the plot arc to write. Having the entire first arc of the adventure written, and playing through it, offers a nice jolt when areas and the story begin to blend together.

At this point, fixes in side quests, dialog bugs and tightening up journal entries with the plot are all I've been doing. Building new areas - since the revamp of the swamp posted in the last entry - has come to a stop. It's all about ideas and filling in the areas currently available for exploration.


Bloody wounds!


But the more recent addition is flipping the prime material plane spells to the negative material plane. Who said a member of the Auren Society of Weavers can't heal themselves in the Land of the Dead?

With one's own growing power, combat isn't as easy as it used to be. Numbers grow, and with it, so does damage. It's a fine line playing a pure caster, and campfires alone aren't going to do much when one needs to heal during a battle.


Negative Energy Ray selection!


So now, Negative Energy Burst and Negative Energy Ray can heal a single target, or an entire party. Modifications to both spells were required, as well as target specific changes to the spells.2da to allow one to target themselves.

Being a new avenue in building for me, it's taken some time to get working properly, but it was required to offer a proper understanding of the required balance I need during the course of the adventure.

A Weaver ready to resume!