The Legend of Skara Brae — A Neverwinter Nights mod

Mecandes’ Module Plot Outline

This is the outline of the general plot progression planned for our Neverwinter Nights (Aurora Toolset) mod based on Michael Cranford's classic computer RPG, Tales of the Unknown: The Bard's Tale. Inspiration is also taken from his sequel, The Bard's Tale II: The Destiny Knight, and perhaps a sprinkle here and there from Michael A. Stackpole's plot for The Bard's Tale III: Thief of Fate.

Note: You'll also want to reference the "Skara Brae mod conversations.txt" file, and The Legend of Skara Brae short story (found in "The Legend of Skara Brae.pdf"); especially the outline at the end of the file which explains the original (and more complex) plot concept that served as the basis for the NWN mod plot summary found below.

Of course, the original plot was pretty sparse, and needed a lot of "fleshing out" in order to make it a more compelling gameplay experience for a modern AD&D-style module. As a huge fan of the original game, I spent quite some time thinking about ways to expand the story without changing the core elements set forth by the game. For me, for my own enjoyment, all of the core characters, areas, and encounters need to be present and explainable in the new plot.

One major source of inspiration for this "expanded universe" has been the official Bard's Tale Clue Book. Not just a walkthrough of the game, it is written in a narrative style, and to do this, the writers had already come up with characters and a bit of a backstory to establish them in the world. (e.g. Lord Garrick, the port city of Hamelin, etc., find their roots in the Clue Book.) Character names have come from the Clue Book, screenshots of parties in offical advertisements, and the pre-generated party names in the Commodore 64 versions of the games.

The Legend of Skara Brae maps—which are now all complete—have been created by myself, using the actual maps of the game for inspiration. Naturally, the mazes and endless random encounters of the original game no longer work for a modern module, but hopefully you'll find my maps to be true to the intent of the originals, with major encounters in generally the same area of the map, for example. Of course, I've also attempted to use the various contrivances and tilesets provided with the original un-expanded Neverwinter Nights to good effect.

Special thanks to Drainc for his tireless work in scripting the conversations, events, monster encounters, etc. -- and for putting up the web site where the module first found it's home: drainc.shorturl.com -- please be sure to check here for the latest versions of the mod.

God bless,
Mecandes.


Skara Brae - East   Encounters here are suitably mild for a low-level PC.  Rats, mad dogs and other "normal" things one might find in a city...  

NPCs of note in this part of town:
  The Adventurer's Guild   Two NPCs of note here:   The Scarlet Bard Tavern   Three NPCs of note here:  
The Scarlet Bard Tavern Wine Cellar
     A couple of small encounters with rats in this cellar.  The Sewers - East   Generally speaking, the random encounters on this level would include rats and spiders, some identified as "Black Widows."   Major encounter:   The Sewers - West   Random encounters here would include rats & spiders, and then perhaps wolves as one gets deeper.  A specially placed band of orcs guards the NW exit to Mangar's Tower, and should be very hard for the PC to beat (they don't, in fact, need to fight them at this point...)   The little puzzle in the Sewers involves a crippling beam of light that shines down an important corridor.  In fact, you don't actually need to go there to finish the low-level element in the sewers.  This light trap would be scripted to check the current game time and be disabled during hours when it is dark outside.  "Pass the light at night."   Before the light trap, there is a hint that says, "There are tracks here, leading east."  Beyond that spot, and around the corner at a dead end, you find the body of Lord Garrick.  He is carrying a piece of parchment that serves as a major plot item -- although the ink is water damaged, the following can be made out: "Know this, that the man called Tarjan, thought by many to be insane, had through wizardly powers… proclaimed himself a god in Skara Brae a hundred years ago.  His image is locked in stone until made whole again…"  The PC needs to have read (or hold in his possession?) this parchment when he goes to the Mad God's Temple, in order to gain entry to the catacombs.  Perhaps a nice weapon or suit of armour would also be found on the Lord's body. Perhaps the parchment should also inform the PC something to the effect of, "You should take this to Pellis."   Major encounter:   Meanwhile, back in the Scarlet Bard Tavern...  
Skara Brae - Gran Plaz
     Encounters here become tougher than the east end of the city, and include some low-level undead (due to the presence of the Mad God's Temple.)
 
NPCs of note in this part of town:   The Mad God's Temple   Catacombs - Upper   If possible, in the north half of this level, the only encounters should be monks, members of the cult of Tarjan who aren't too happy about you entering the catacombs.  The occasional single skeleton encounter might be found in a couple of the rooms that contain graves.  In the south area of the dungeon, more skeletal encounters could be introduced.   Major encounters:   Catacombs - Lower   This level contains random encounters with all manner of undead.  I wouldn't think the cult's monks would be down here.   Major encounters: After defeating the witch king, and receiving the plot item called "The Eye" (which looks like a green gem, if possible), the portal nearby will become active, and allow the PC to teleport back up to the interior of the Mad God's Temple.   Somewhere in this level, the PC finds a couple of major hints that they should next visit Baron Harkyn's Castle.  They are a ghostly voice saying, "Seek the Mad One's stoney self in Harkyn's Domain.", and the inscription, "To the tower fly - a mad one die - once lost the eye."     Skara Brae - West   Encounters here become tougher than the Gran Plaz, and include evil races such as orcs, kobolds, etc., which are coming from Mangar's Tower, basically.   NPCs of note in this part of town:   Harkyn's Castle - Main Floor   Baron Harkyn is the local city magistrate, sort of like it's "mayor".   Initially, you are not attacked by anyone in the hall where the throne resides.  However, after you enter the corridor or the jail area (see below), you are considered an intruder and attacked on sight. I figure encounters here would generally consist of human and/or dwarf fighter types.   In the jail area, perhaps you can gain some experience if you free captives from some of the cells.   In the original game, it would say, "Who wants to sit on the throne?".  If your bard did it, it unlocked the door behind the throne.  Since not everyone is going to play a bard, I figure it could just say, "Three marble steps lead to the Baron's throne. Do you want to A) Sit down or B) Leave."... Sitting could just give the message, "You hear a sharp click behind you," and unlock the door. (P.S. Examining the door hints that there's a nearby switch.)   Major encounters:   Harkyn's Castle - Upper Floor   The Baron's private study, located off of the library, has a couple of things of note: Another parchment in the Baron's study talks about something unrelated: The discovery of a Crystal Sword that the Baron thinks holds great magic somehow, if only he could discover it's secret.  It reveals that the Crystal Sword is locked safely away in his private chambers on the level below.  (It's a quest item the PC needs to get, and thus should get a journal entry...)   Encounters: After the battle with the Mad God's statue, a portal opens which -- if entered -- teleports the PC to Skara Brae East, just inside the gates of Kylearan's Tower.     Kylearan's Amber Tower  
The only encounters in Kylearan's Tower would be mechanical automations like golems and the other few creatures that reside under that category.
    In the original game, this level is meant to be a big puzzle-like test of skill.  Kylearan is the good wizard of Skara Brae, and he's a bit peculiar -- making you beat his puzzles before sending you off to your final encounter with Mangar.   Major encounters:
NPCs found within:

Mangar's Tower   ...not entirely conceived yet, but three major encounters before Mangar himself include the Key Master (holds the Silver Circle, perhaps?), the black coffin of the Vampire Lord, and two sleeping Red Dragons.  Mangar himself is an evil male human wizard, the final encounter of the module, of course.  

It should be noted, too, that Michael Cranford's vision for The Bard's Tale was based in his deeply Christian faith. (More information about this often unknown aspect of The Bard's Tale can be found at http://www.geocities.com/thebardstale/about.html ) In keeping with this, the temples in the game should resemble mediaeval Catholic churches (i.e., priests should be human males), and Mangar, Aildrek, Tarjan, etc., should be portrayed as Satanic.

Mecandes

“Many that live deserve death, and some that die deserve life. Can you give it to them Frodo? Do not be too eager to deal out death and judgment... even the very wise cannot see all ends.” — Gandalf
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