Brokenblades ...the never ending adventure through a random world.

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     members: 58
    *current zones         count: 396
    *original scripts         count: 1624
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    (pending)
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     (done)
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    (0%)

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     (60%)
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    *Zones suggestion

 

Concept:


Brokenblades is a random module. This means that even if the adventurers are well aware of their objectives they don't know what's awaiting them once they start their journey; until eventually they reach their goal. The module cycle maps and events randomly simulating an unpredictable voyage while the party is traveling towards their objectives.

The random element adds a new meaning to the word adventuring. Not knowing what will be next or even not being able to assume it, helps to recreate the feeling of danger our players are looking for.

The more players act towards their goals (collect clues, do sub quests, receive help), the more the engine adds chances to find the object of their quest. In counter part, if the group take decisions or perform actions that goes against their goal (going after a sub goal, dying, taking detours) their chances decrease.

All members of the group must use their characters to the best of their abilities and look for each others. You soon learn to trust and depend on others.


As every one I got nwn when it was first released. Overly exited by the possibilities the toolset and the power of some well placed scripts I began to craft myself a world of endless adventures. My primary goals were not simple ones. We wanted a mod that never ends. Game after game new things could happen to us. I wanted a module without DMs so scripts could do the ref job and all of us could play. I wanted a grim world where the odds are against our fellowship, a place where becoming an adventurer is not an easy task, a rigid mod where the players are facing choices and sacrifices for the good of the quest. I wanted all the scenes we had in our PnP.

Brokenblades is the first original random mod the never winter nights community saw. Events sequence is not predetermined so each experience is unique. The randomization helps to recreate the feeling of the unexpected the fellowship should experience all along their quest.

The zones are cycling randomly while your group is traveling toward its objective. Each time your fellowship zones there is a % of chances you find what you are looking for... the edge of the world. At start your chances are weak, knowing pretty much nothing about this mystic place. As you travel the lands your knowledge will hopefully grow about this strange location increasing your % of chances of getting there.

There is many ways to increase your chances of finding the object of your quest. First, by researching in libraries. This is where usually wizards and sage fellows gather and search for clues in old and dusty books. You can also be helped out by npcs. For this kind of help, you may have to show them you are worthy of such. Governors, nobles, wizards, gods and also strange creatures may reveal to you their knowledge if you speak to them.

There's is also maps. Only the very rare, old and fragile map contains, sometime, indications about the edge of the world. Only cunning person shall try to read such items. In the hands of a fool, maps can lead to lost paths.

Druids and magic users can use strange portals to teleport the entire group near their objective as well.


Even if there's ways to increase your chances of finding the edge of the world there's also decreasing factors. Death. Dying in Brokenblades penalize you of 1o% of your experience points and give your group a -1% penalty at finding the edge of the world. Careless adventurers quickly find themselves lost. Misuse of powerful magical objects such as portal for druids and mages or even the ring itself may lead the fellowship away from its goal.

About getting lost. Getting lost mean that your score of finding the edge of the world (the %) is under 0. You have then; we all agree no chances to find the edge of the world each time you zone. A lost fellowship is far more in danger than those who know where they go. The lost fellowship wanders in the dangerous wilderness of Brokenblades. In a kingdom thorn by war and populated by the evil like Brokenblades wandering fools may not go unnoticed for long. In the worst case your fellowship may be captured by those who seek the ring. In this case the fellowship is imprisoned stripped of their possessions and left to their sad fates. Will they be able to evade and find back their equipment?

 
 

     - The gold you
     have been given
     by the auto
     divider should no
     be shared as if
     it was part of
     your profit, if
     you are currently
     trading when you
     receive a share.
     (You follow me?)

     - did a small text
     color change to
     the auto profit
     divider message


     - Loot not
     respawning in
     some places fixed.

     - The isolated
     farm house is no
     more a sure shot.
     It will be now
     harder to
     negotiate the
     access to the
     house.

     - The left
     entrance to the
     raided sector got
     fixed so it’s easier
     to get there.

     - Doors should
     auto close now in
     tsourdah'brah.

     - Etheral filcher
     script should be
     fixed now (that
     annoying yellow
     "too many
     instructions"
     message that
     pops once a
     while)

     - Ferry boat got
     fixed so the
     tokens display
     normally. Should
     move all the
     party at once on
     the other side of
     the river now...

     - Crystal ball now
     gives faith favour
     points if you look
     for your future in
     it. Fate favour
     points are credits
     when you die.
     Mainly if you die
     and you have a
     faith favour point,
     you will lose it
     and this death
     won’t cost you
     any xp... quite
     interesting at
     higher levels.

     - All Beastmen
     corpses should be
     lootable as soon
     as they die. A lil
     glitch that slipped
     thru my revisions
     with time.

     - "A PIECE OF
     BROKENBLADES
     WAS FOUND" hehe
     fixed that...
     thanks kab

     - Duellist should
     not aggro us after
     we leave him. It’s
     a good sportsman
     he does not
     maintain anger
     even if we defeat
     him anymore.

     - Fern scrolls
     disappear when
     used now, be
     careful to when
     you use them.

     -Ring raider,
     seekers, stealers
     should not spawn
     a gazillion of rings
     anymore. Need
     more testing.

       recent guild news

 
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(Brokenblades Screenshots)

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