Domi Posted December 22, 2006 Posted December 22, 2006 There is a moment in Chapter 5, when PC has to dive through the portal really quickly to leave Chult. Now, if you don't, the portal would close. The game is over. Or is it? Would not that have been a sweet optional side-quest to adventure in Chuilt for a bit and return to Kuldahar by some neat magical means?
Menelanna Posted December 23, 2006 Posted December 23, 2006 sounds great! that would be awsome. I remember how dissapointed i was the first time i found that out. My druid had just learned how to shape into a panther and I was having loads of fun running around and tearing through my enemies with her...then portal closes and game over. I would totally download this if someone did it. Go for it!
Domi Posted December 23, 2006 Author Posted December 23, 2006 MUST resist until NPCs are finished But yes, seeing the lame "You are trapped in Chult. Your adventures are over." message in the script and seeing how the Chult is used like a minor side trip (with tha gorgeous map and HUGE almost unused temple)... it's just one more place where IWD2 screams for modding!
BigRob Posted December 23, 2006 Posted December 23, 2006 Plus the fact that you can't really be "trapped" in Chult. You can always walk home. It would be a good side quest, to find some way to reactivate the portal, or find some other way to get back to Icewind Dale (travel via the Astral or Ethereal planes using items or a shaman form the human tribe?).
Domi Posted December 23, 2006 Author Posted December 23, 2006 Yes, that's why the line is particulary lame! It's not like you life is over if you got to Chult. I *love* the idea of a shaman, human tribe and moving back using the plane.
kenzeitak Posted December 26, 2006 Posted December 26, 2006 Do it! The more content the better, Ive never liked timed events or "hurry up! before you die" sequences. Maybe some things to relate with the added NPC characters? Planewise is good. Good luck
Raven_Song Posted December 26, 2006 Posted December 26, 2006 It would be a good side quest, to find some way to reactivate the portal, or find some other way to get back to Icewind Dale (travel via the Astral or Ethereal planes using items or a shaman form the human tribe?). That lends itself to all manner of dramatic and/or hilarious possibilites... it could be quite a straight forward you must ravel through x to get y, or the group end up being teleported errenously to some random place(s)
Domi Posted December 26, 2006 Author Posted December 26, 2006 Do it! NPCs come first too many starts = no finishes
berelinde Posted January 1, 2007 Posted January 1, 2007 How did I miss this? This is really cool. But, like you say: finish one thing, then move on.
Avenger Posted January 5, 2007 Posted January 5, 2007 Haha, you mean walking across Amn, Baldur's Gate and Neverwinter is a good idea I wanna go south! And forget the Spine.
Domi Posted January 5, 2007 Author Posted January 5, 2007 That's a scale that I can't manage. I like the planar walk better, but in the Real World, what can be done is a marine trip to Luskan from Chult, and a Hosttower visit to force the mages to put you back in Kuldahar (they had no troubles putting their assassins in the Icewind Dale).
Grand_Dracolich Posted January 5, 2007 Posted January 5, 2007 You can always walk home. Take a look at the Faerun map on Blackwyrmslair and you'll laugh at that statement... Seriously though, while I've never had a problem with it, it would be great to have to find a new route to Kuldahar.
Domi Posted January 5, 2007 Author Posted January 5, 2007 For me the candy is playing in Chult to be honest, ie something more exotic that we've seen so far in IE games. Africain motives are sort of underused in the CRPGs.
berelinde Posted January 5, 2007 Posted January 5, 2007 Hear, hear! Everything non-European is under-represented.
BigRob Posted January 6, 2007 Posted January 6, 2007 Agreed, it would be a great spot to put in some African flavoured stories. It would help make the contrast of Chult from the rest of the game more impactful. You can always walk home. Take a look at the Faerun map on Blackwyrmslair and you'll laugh at that statement... I never said it wouln't be a long walk.
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