*** Parthenon 2: Revenge of the Goblin King README ***
By Teiwaz
Read this file over at least once before you start playing.

*** CONTENTS ***
Important Changes New This Chapter
Introduction
The Story
Character Creation Restrictions
Gameplay Changes
Required Server Settings
Contact Info

*** Important Changes New This Chapter ***
This is the first time you'll be seeing the Party Verification Area. This is a sort of waiting room. If you're playing with the same party as a previous chapter, you can wait here for everyone to join. Once everyone has entered the game, speak to TeiwazBot. TeiwazBot will check to make sure all the information that is carried between modules is present in the party. (Such as plot items, local variables, and so on) If an item or variable is missing, TeiwazBot will assign/give it to the party leader. If a variable can only appear once in a campaign (such as one that designates a unique act that only one person could have done), then only the first person to join will retain that variable.

Death has also become somewhat more difficult. There's still no actual death, as such, but now there will be a delay of 30 seconds from when you get knocked out and when you can be revived. You will appear to be dead during this time, and monsters will ignore you. So, no more counting on monsters continuing to beat on the downed player while the rest of the party pick them off with bows.


*** Introduction ***
This is the second Chapter in the Parthenon Campaign for NeverWinter Nights. Parthenon is a VERY party oriented campaign. It is meant to be played with the same party each time, but you may be able to finish most chapters (especially the first one) as part of a pickup game. However, you may be unable to complete some quests as they are dependent on items picked up (or actions completed) during a previous chapter. Future chapters will include a starting party verification area that will ensure all the varaibles and speical that are needed are included in the party. Still, it will be more fun with the same group no matter what way you look at it.

The second Chapter is meant for 3-6 players. You should use the same character that you used in Chapter 1, and you should ideally play with the same party as you did in Chapter 1. You can play it as a pickup game, however, but don't expect all your actions in a previous module to be carried over into the next one. (For instance, only one person can have put of Prezkitt's eye. If you and another person both did that in chapter 1, and are playing chapter 2 together, only one of you will get the credit)
You can try Soloing it but it will be VERY DIFFICULT.



*** The Story ***
It's been a number of weeks since you and your friends decimated the Goblin raiding parties attacking the caravans along the road to Northkeep.

Greenvale has returned to its normal, boring self.

One morning, Greenvale's Trailmaster, Elron Relleson, emerges from the woods with grave news concerning the town. Mayor Tinry calls an emergency meeting, the first anyone can remember...


*** Character Creation Restrictions***
Keep in mind that unless you are playing with a DM, the party is meant to be made up of Greenvale's youngfolk, barely adults. (You are level 1, after all) NPCs will treat you as such, by default. Remember that when choosing a portrait and head for your character.

Chapter 2 is meant to be played with the character you used in Chapter 1. You can create a new character for Chapter 2 (perhaps a latecomer just joining the party) and you will be advanced to level 2 automatically. In this case, here are the character creation guidelines from Chapter 1:

Gender:
You can be whatever Gender you choose.

RACE:
At least half of the party should be Human. The rest of the party can be made up of Half-Orcs, Half-Elves, Halflings and Gnomes (Collectively known as Stoutfolk).
With your DM's permission, you can play as a Dwarf. You'll have to work you the details of how you came to Greenvale and why you've joined up with some local kids to go galavanting around the continent.
The Elves have closed their borders to the Haenlock Empire, and rarely venture outside their own kingdom. Elves (and those with strong Elvish ancestry) are hunted, and killed on sight in the human Empire. However, they may be able to pass as human.
Orcs and Half-Orcs, too, are actively hunted. Half-Orcs, however, are usually able to pass themselves off as exceptionally large (and usually ugly) humans.

CLASS:
You can be any class in Parthenon except for Paladins, and Bards. (Although these classes will be made available later in the campaign. In the current timeframe, neither exist)
With your DM's permission, you can choose to be a Monk. Monks are monasteric priests of Fulgrom, the God of War (Although not all priests of Arguul are Monks). They train in order to make their own bodies the ultimate weapon. You will have to work out with your DM why you're in Greenvale and have joined up with the party.
If you chose to be a Cleric (and the party will need at least one) you MUST also choose a god from the following list. If you enter the name incorrectly, you will not receive deity-specific starting equipment. (And you don't want to miss out on this stuff- some of it's quite good, and most of it improves as you gain levels)

REMINDER: If you are a Cleric of Fulgrom, Ket, or Shevei, one of your starting feats should be Weapon Proficiency - Martial. One of your pieces of starting equipment requires this feat to use.

Grolm:
God of protection, purity.
Special Items: 
Blindfold (Helmet. Grants special powers of vision. Improves over time)
Prayer book (Grants blessings)
Domains: 
Good, Healing, Protection

Fulgrom:
God of war, battle.
Special Items:
Warbringer Blade (Greatsword. Formiddible weapon. Improves over time)
Prayer book (Grants blessings)
Domains: Destruction, Strength, War

Arguul:
God of death, travel.
Special Items:
Death Mask (Helmet. Immunity to some spell effects. Improves over time)
Arguul's Hands (Gauntlets. Channels negative energies. Improves over time)
Wayfinder staff (Quarterstaff. Imbued with travelling spells. Improves over time)
Prayer book (Grants blessings)
Domains: Death, Destruction, Earth, Evil, Travel

Ket:
God of creation, smiths, fire.
Special Items:
Warhammer (Warhammer. Enchanted waepon. Improves over time)
Smith's Hammer (Light Hammer. Improves fighting ability overall, and especially with two weapons. Improves over time)
Prayer book (Grants blessings)
Domains: Fire, Good, Knowledge, Strength, Sun

Shevei: *Priest MUST be Lawful*
God of law, justice, revenge.
Special Items:
Executioner's Axe (Battleaxe. Formidable weapon, esp. against chaos)
Prayer book (Grants blessings)
Domains: Good, Knowledge, Protection

If you are a Druid, you are, in effect, a priest of Tendisil, the god of life and nature.

Wizards are often expected to be politically astute. All arcane magic in the Haenlock Empire is controlled by a semi-commercial organisation known as the "Mage's Guild." All those practising magic without a licence are guilty of Witchcraft, which is a crime punishable by death (and usually torture)

Sorcerers are too hard to control, as they often figure out spells intuitively. This makes them dangerous to the Mage's Guild, and all sorcerers are considered witches or warlocks.

Some Sorcerers manage to fake being a more common sort of Wizard, and gain access to the Mage's Guild and practice their art legally. Some Wizards, and most Sorcerers, practice magic outside the guild. They must be careful to hide their talents carefully, or at least pretend to be members of the Guild, or face the possibility of being hunted down by the Guild's Witchfinders. The ally of these Outlaw Mages is the "Brotherhood of Mystics," a subversive organisation devoted to the "Freedom of Magic" and the destruction of the Mage's Guild. Some particularly crafty wizards may be members of both organisations. Much of the Brotherhood's income comes from the illegal use of magic- Divination spells used for extortion, assassinations, and so forth- all the things the Mage's Guild was established to prevent.

If you are a Wizard, you are assumed to be a member of the Mage's Guild. You may have an opportunity to make contact with the Brotherhood of Mystics later in the campaign, however. Stoutfolk (Gnomes and Halflings) are barred from entry into the Mage's Guild. It would be extremely difficult for them to get the training to become Wizards without the Guild's support. However, some (especially those with strong Gnomish roots) may develop their own style of intuitive magic, and become Sorcerers.

ALIGNMENT:
All alignments are playable, but as in PnP, I'd advise against evil. You'll probably also get booted from the game if you play "Chaotic Stupid." (Evil for the sake of Evil. Peasant slaughtering for no reason, attempting to kill other PCs & plot characters, etc.)

ABILITY SCORES:
You WILL need at least one player with average (9+) Intelligence! If you have lower than 9 Int, you may have to get other players to interact with the more impatient NPCs for you.




*** Gameplay Changes ***

Experience Points:
Levels awarded at end of select chapters. No XP is awarded during the game.

Examine:
Examine NPCs to find out what your character knows about them, if anything. This may be more than you, the player, know at the time.

Long Transitions:
Some transitions take game time to complete. You can identify these by the fact that they highlight green instead of blue when you hove your mouse cursor over them. If the party leader uses the transition, the entire party will be moved to the new area, and some time will pass. (Usually a matter of hours) If someone who isn't the party leader uses a transition, they will be moved to the location of the party leader.

Death:
For first few modules, there is no death. When reduced to 0 HP, you will be knocked out. You can be revived by being healed any amount. There is no respawn. If your entire party dies, you'll have to load from a previous save, or start over.
*Remember to buy healing kits from the tailor's. Everyone should have a few, in case the Cleric is the one who gets knocked out*
If you are knocked out, you can not be revived for 30 seconds. You will also find that monsters will ignore you while you're beyond help- but may come back to take a swing at you when it looks like you can get up again. If you're knocked out, expect to be out for the rest of the battle.

Resting:
Resting as done as a group. Only the party leader can start a rest cycle, although anyone can stop it. This consumes 8 hours of game time.

*** Required Server Settings ***
Difficulty: Normal for 4-6 players. Suggested Easy for 1-3 players.
Max Players: How ever many people are playing in your interation of the campaign.
Level Range: 1-3 (This is so people can gain levels, and so new players can join in. Nobody of level 3 should join the server, and level 1s will be bumped up to level 2 when they enter.)
Server Autosave Interval: I'd suggest somewhere between 10 and 15 minutes. You'll need saves, as if your party gets wiped out, this is the only way to continue playing. (Assuming you're using a dedicated server. Otherwise, the person hosting the game should just remember to save often.)
Player vs. Player: Full (suggested) although if you're trying to play a public pickup game, you may want to set this to NONE.
Local Characters Allowed: NO
Enforce Legal Characters: NO
Item Level Restrictions: NO
Only One Party: YES (Not having this turned on may break certain scripts)
Player Pause Enabled: Your choice. Can be abused.
Reload when Empty: Your choice.
Post Game to Internet: Your choice.




*** Contact Info ***
If you need to contact me, please use the Bioware community site. Send me (Teiwaz) a private message. I prefer this to E-Mail, as this readme will be posted on the Internet and immediately picked up by harvesters. If that happens, it won't matter if you have it or not, as it will be so full of spam I won't get anything you send me.

To send me a private message (assuming you're logged in at the NWN site) use this URL:
http://nwn.bioware.com/my_account/sendmesg.html?to=6626

I appreciate all feedback, suggestions, comments, and *especially* bug reports.
                                                -Teiwaz
