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Corrodias

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PRC Pack Information
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it seems that there is a maximum length to a post. therefore, my information is going to be split up into several posts.



PRC homepage: http://nwnprc.netgamers.co.uk
The information on this page is out-of-date. The only things of real value here are the downloads (i recommend the .rar version because i love doing things manually) and the forums.



How to Get the PRC Pack
1a and 1b are two different options for the first step.

1a) go to the PRC homepage and download version 2.2c
1b) go to my FTP, logging in as "nwn", and download the file "PRC 2.2c.rar"
2) go to my FTP and download "CEP150_PRC22c_combo.rar"
3) extract the PRC stuff to its proper locations (.hif and .hak go in the hak folder, .tlk goes in tlk folder, etc)
4) extract the files from "CEP150_PRC22c_combo.rar" into their proper folders
Keep an eye out on this thread for "file update" announcements. they will be pretty obvious. i may soon produce a new combo rar to account for the DMFI + HABD which i had not tested up to this point.

optional:

5) go to my FTP and download "PRC 2.2 docs 1.4.rar" - this is the documentation for the PRC Pack. it is not -totally- complete, because it is autogenerated, so for full information, you have to look at the in-game class descriptions as well as the documentation.
6) if you are a builder, go to my FTP and download "Primogenitor PrC Scripts v1.9.rar" - these are some extra scripts you may find cool to include in your module, such as one which allows you to summon more than one creature at once.



How to Use the PRC Pack

1) the builder has to modify the module to include the PRC (using the PRC installer, included in the PRC .rar)
2) if you want to use a new race, a new base class as your first class, or a nonstandard appearance or voice, use the Character Creator (available from the PRC homepage)
3) the character creator needs the modules included in the proper order in the settings.



Proper Order in which to Include Resources
this is the order in which haks must be included to combine the CEP and the PRC so you can use them in your module or so you can create your character (with the CC):

CEP150_PRC22.hak
prc_include.hak
prc_2das.hak
prc_scripts.hak
prc_spells.hak
prc_epicspells.hak
prc_race.hak
prc_textures.hak
prc_misc.hak
prc_craft2das.hak
cep1patch150.hak
cep1patch.hak
cep2da.hak
cepanatomy.hak
cepbaseitem.hak
cepcreature.hak
cepplace.hak
cepportrait.hak
ceptexture.hak

for the custom TLK, choose: CEP150_PRC22.tlk

« Last Edit: on: Nov 11, 2004, 7:28PM » I.P. Logged
Corrodias

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Explanation of Races

you must use the character creator to make a character with one of the new races. one issue with these is that many races have Level Adjustments which means that they are more powerful... a level 1 svirfneblin, for example, is as powerful as a level 4 'normal' race. the problem is that we dont have a way of implementing this, so these races are just going to be more powerful.

one thing we can do is promise not to use some of the race's advantages (like the special abilities), but that kinda sucks, especially for things like pixie which get many ability bonuses.

another option is editing the scripts which use GetHitDice and change some of them (related to experience, loot generation, etc) to use a custom GetECL function. however, it would take a lot of work, and you'd have to redo it every time you updated NWN, CEP, or PRC, plus you'd have to make a hak for every module you play. NWN just wasnt designed to deal with Level Adjustements.

unless someone can come up with a better option, we'll just have to deal with it on a case-by-case basis.



Level Adjustments
this lists the Level Adjustments as well as the total ECL adjustments (LA + HD) in the case of monster races with racial Hit Dice. i was not always able to find the source used by the PRC team, and in those cases, i list what i heard or nothing at all.

all numbers gotten from Races of Faerun (higher priority), the Monster Manual (lower priority), or a source otherwise noted.

CEP
wemic: +3
brownie: ?

Dwarves
arctic dwarf: +2
gold dwarf: +0
duergar: +2
urduunir: +4
wild dwarf: +0

Elves
aquatic elf: +1
avariel: +3
drow: +2
sun elf: +0
wild elf: +0
wood elf: +0

Gnomes
svirfneblin: +3
forest gnome: +1
rock gnome: +0

Half-Elves
half-drow: +0

Half-Orcs & Orcs
gray orc: +1
orog: +2

Halflings
ghostwise halfling: +0
strongheart halfling: +0
tallfellow halfling: +0 {MM}
deep halfling: +0 {MM}

Planetouched
aasimar: +1
air gensai: +1
earth gensai: +1
fey'ri: +2/+3 (definitely +3 in PRC)
fire gensai: +1
tanarukk: +3
tiefling: +1
water gensai: +1

Minor Races
eh, i'll get to it...



Explanation of Classes

as i said above, the documentation and in-game class descriptions need to be used together to really get the idea. anyway, there are some new base classes, which can only be chosen at FIRST level by the character creator, although they work normally after that. there are a bunch of prestige classes, and its all pretty cool.. you have to read the descriptions to figure out what's there.



Explanation of Feats

the PRC Pack includes a bunch of new feats, which can be chosen normally. read their descriptions for information.



Explanation of Spells

the PRC Pack includes a bunch of new spells, which can be chosen normally. read their descriptions for information.



Explanation of Epic Spells

i described this in another thread, but let me reiterate it here. instead of spending feats on epic spells, you spend gold and experience to research them. then the number of times you can cast them per day is determined by your Lore skill (every 10 points gives you one spell per day). if you have 40 Lore, you can cast any of the spells you know for a total of 4 times in one day. read their descriptions for information. you have to perform a spellcraft check to learn the spell and, i think, to use it. you automatically "take 10" if it would make you succeed.

« Last Edit: on: Nov 15, 2004, 12:16PM » I.P. Logged
Corrodias

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Explanation of the Extra Scripts
these scripts must be compiled into the module. these are by no means necessary. each has after its name my recommendation of whether or not to include it in our game, but this is up to the DM.

Multisummon

Allows multiple simultanous summons by adding them as henchmen rather than true summons.
Switch to PnP Durations (normally 1 round per level) by setting the module local int "PnPSummonDuration" to 1.

recommendation: include, and leave the variable set to 0 - '24 hour' summons exist until they die. these are some of the most useful spells we have and reducing them to 1 round per level really cuts down on their usefulness. of course, maybe im just whining because im a wizard.

TrueSeeing

Replaces the TrueSeeing effect with SeeInvisible, Ultravision, and a skill bonus to spot. This means that you can no longer see individuals in stealth mode with True Seeing. The skill bonus to spot is specified in the module local int "PnPTrueSeeingSpotBonus".

recommendation: include, and leave variable at default.

Timestop

Uses a Area of Effect rather than the real timestop effect. This means that play can continue in areas away from the caster. Switch to PnP Duration (1d4+1 rounds) by setting the module local int "PnPTimestopDuration" to 1.
This set also modifies the vfx_persistant.2da file, a copy is included in NWN Timestop.hak and PRC Timestop.hak. These should be copied to your NWN/hak folder and added to the module using the toolset. For the PRC Timestop scripts, the epic spell Greater Timesetop is also modified to use an Area of Effect. Greater Timestop is also influenced by the "PnPTimestop" variable, if 1 it is 2d4+2 rounds, otherwise it is 18 seconds. If the variable is set to 1, all spells that are hostile or that target something other than the caster or a location are stopped and the casters weapons will do no melee damage.

recommendation: include, and set variable to '1' for PnP duration.

JAI v1.3 Summons

This replaces the bioware AI on summons with a slightly modified version of Jasperres AI v1.3 You need Jasperres AI v1.3 to use this. The summons will obey all the normal radial commands, but may not follow conversation commands.

recommendation: do not include. we dont use his AI.

PRC Demetrious UMD

This is a version of demetrious' script at http://nwvault.ign.com/Files/scripts/data/1070767090156.shtml that will use the PRCs caster level code. It doesn't work with innate abilities of PRC classes.

recommendation: do not include. we dont use his script.

PRC original Harm & Heal

This reverts the PRC modifications to the harm and heal line of spells, so they now do unlimited damage/healing.

recommendation: include. by default, the PRC changes harm and heal from their 3e implementation to be 3.5e type, in which the max effect is something like 150. WOTC changed it for a reason, i'm sure, but since i advocated the stuff that makes wizards more powerful, i should advocate this which makes clerics more powerful, too :^)

NWNXLetoscript includes

There are two includes here, one is a set of core letoscript interface functions, another contains functions for generating Letoscript code to pass to NWNX-Letoscript, and the third contains functions to retrieve data from an object that cannot be obtained any other way (such as specialized wizard schools). To use these files, you must modify the NWN_DIR constant to point to the location on your harddisk where NWN is installed. These files do nothing on their own, they must be incorporated into other scripts in order to work.

recommendation: do not include. we do not use NWNX.

PRC NWNX Letoscript

This set of scripts should move the skin bonuses onto permanent character adjustments, so that item stacking over +12 is removed.

recommendation: do not include. we do not use NWNX.

NPC Leveling

This contains functions to use the LevelUpHenchman function to dynamically level NPCs to a level chosen by the builder. This allows builders to cut down on the number of different blueprints for different levels of the same creature. See the comments in the script for details. This is best used along with the Random Equipment script. These files do nothing on their own, they must be incorporated into other scripts in order to work. They require the utility include to work. This should work with custom classes too, though beware that abilities that use module events will not work without further changes.

recommendation: do not include. this is a tool for builders.

Random Equipment

This contains functions that will generate random unenchanted equipment on a creature appropriate for its skills and feats. For example, if a character has Weapon Focus(dagger) they will have a dagger, but if the also have Epic Weapon Focus (longsword) they will have a longsword instead. Same applies to armour and shields. See the comments in the script for details. These files do nothing on their own, they must be incorporated into other scripts in order to work.

recommendation: do not include. this is a tool for builders.

NWN NPC Familiars & Animal companions

This will allow NPCs to use the Summon Familiar and Summon Animal companion feats to obtain familiars that are appropriate to their level and of a random type. However, the AI may not use these feats becuase the Bioware originals do not work.

recommendation: do not use. this could somewhat imbalance encounters with spellcasters (who are much more potent in 1.64 anyway - better AI). also, i'm not sure exactly how this works...

Respawning Traps

This is an implementation of respawning ground traps. See the prgt_readme script in the example module for details.

recommendation: do not include. this is a tool for builders.

« Last Edit: on: Oct 28, 2004, 5:32AM » I.P. Logged
Corrodias

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How to Try Out the PRC Pack

Get the prc pack and install it as instructed, that is, get the pack itself, extract the files into their locations, get the merged hak and tlk .rar, and extract those files.

Go to my FTP and get the "HATD - CEP150 - PRC22.rar" file from the downloads folder. Extract the file to your module folder. This is a character editing module with the CEP and PRC pack combined into it, so you can test out everything you want to test with this module.

Create your character in-game or with the Character Creator, load the module, and explore.

Note: if we keep the merged .hak and .tlk filenames the same across PRC versions, we probably dont have to change the module when we update the prc pack... at least, across minor versions.



My FTP Server

IP: corrodias.no-ip.org (137.28.224.253)
port: 6999
name: nwn
pass: [any]

You will need to use a browser or FTP client to connect. To use the non-anonymous name "nwn" you will probably have to use a client.

Also, if you have a firewall or router, you may have to use PASV mode to connect. I'll spare you the technical details, but let it suffice to say that you can use PASV mode with no negative side effects, even if you don't have a firewall.

I recommend Core FTP Lite. It's not pretty, but it supports lots of features (including SFTP and FTP/SSL) and is easy to use. remember to check the "PASV" box in the connection dialog. http://www.coreftp.com/



Current Status of this Document
This describes how up-to-date this thread is.

Still havent updated the monster races' LA's, but I've been way too busy to do so.

« Last Edit: on: Nov 11, 2004, 4:42PM » I.P. Logged
hoyasaxa

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On the PRC Pack....

A key concern:

Does a mod have to be prc pack compatable? If a mod is and a player or dm without it joins a game with it, can they play? If not, I'd be inclined to not use it.....

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Corrodias

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cons:
1) the mod needs to include it, and the players need to have it, just like the CEP. the answer to your question is... i'm not sure. ive never tried joining a PRC game using a computer without it.
2) it's not nearly as popular as the CEP, so in multiplayer situations that youre not hosting, you may not be able to make use of it.
3) if you want to use it when you play a SP module, you have to add it to the module yourself.
4) the races are not all balanced, because they have level adjustments that NWN doesnt implement.
5) the epic spell system changes and is not optional. players must learn about it in order to use epic spells.

pros:
1) it doesnt change the content of the module, so you can always add it as a 'last step' in the editing process.
2) the 'hak installer' utility (or PRC installer) can totally edit a module to use it automatically, so there is no work involved in setting it up. the module does not need to be designed in any particular way to be compatible.
3) it's a very small download compared to the CEP, on the order of 3 MB rather than 157 MB.
4) you dont have to do any 'work' to install the prc pack so that you can play in a prc-using game. you just have to have the files, just like for the CEP.
5) even if you exclude races because of LA concerns, the prestige classes and spells are balanced, and may add value to the experience of playing.
6) the only thing that players -must- learn about is the epic spell system. no other additions change current characters.
7) for our games, i can take care of adding it to the module, if you choose to use it.

since it's so small a download and is gaining popularity, i would not think it too inconvenient for us to use it. if any of you others have any preference for whether or not to use it, please post here, because i wouldnt want to annoy someone.

i will try to find out later tonight what happens when you join a game that uses it when you dont have it. i love having two computers!

« Last Edit: on: Nov 5, 2004, 5:10AM » I.P. Logged
Biscayne

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Corr,

It appears we need the character creator to use the new classes at base. I tried to create a Samurai and I could not until I reached lvl 2. however a Samurai recieves a katana and a wakasashi at 1 lvl, When you transfer from one class to another the swords do not appear.

So the question is how do I install the character creator? One more thing the PRC website is down. Are they a bust? or are they redoing their website?

And another, The Samurai that I creatd is awesome. At lvl 10 he kicks major booty. His crtical is 15-20 (X2) with the katana. I would say that a Samurai is in my future. He would be a great blend of Ling and Crarg. Plus I always wanted a Samurai character.

Norm

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Corrodias

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it appears that version 2.2c has been released, and the web site got a new layout to celebrate. you must have tried to connect during the downtime. :^) it is up now, it seems. i have updated the previous posts for version 2.2c.

the character creator is a .jar file - you have to execute it with the java virtual machine command line. you make a .bat or a shortcut that executes it like "java -jar cc.jar", or associate .jar files with your VM.

you have to use the CC to use a new base class as your first class because bioware hardcoded race and base class selections into the in-game creator.

« Last Edit: on: Nov 5, 2004, 5:06AM » I.P. Logged
hoyasaxa

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Hmm, sounds good. Think we are close to implementing this thing.

Your characters rock and I don't want to lose them. Adding other PRC classes as they gain levels though works. At some point, there will be another "year or so" between games. During which, each character may be assumed to have gained XP. Then we start a new module, a year later, and during that time perhaps Crarg finds himself in Kara-tur, so when we start the mod and he gains a level he takes a level in samurai, for example - a barbarian 10, samurai 10 one day would be cool too, no?

Adding the new races are fine, except for pcs. If one of your characters dies or retires and you start a new PC, I will not dumb down the new races but some will not be acceptable (no planaar races for example) and your pc may start even lower than a new pc starts level-wise - instead or a two or three levels below lowest level party member, perhaps four or five....

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Corr, do you have the mad skills to create custom PrC's? I did the icons for the custom content a PW built. If you were headed in that direction I could help with the art.

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i have not looked into how you make new classes, but i dont think i would be able to. it often takes a considerable amount of scripting and i dont know how to write nwscript. i'm no slouch at programming, and if i tried to learn about nwscript, i think i could, but i havent.

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update- we probably Will NOT use prc next week, but should most likely add it for the following week's 11/17 session.

« Last Edit: on: Nov 5, 2004, 11:08PM » I.P. Logged
Tynk

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crafting questions

I am wondering about all the crafting for this module.I play in a campaign and am looking to help customize the module I play within. Where do I go to update the crafting system in my campaigns module. I totally love the one in hlontar to be able to wear a hat and change my armor to what you see in old japanese movies just blows my mind.Ay help on how to convert the standard crap crafting to the one that hlontar uses? thanks in advance

Mero Then Gnome

Lord Eogan
That's easy.
The extra "crafting" possibilities you see are the result of CEP. In order to implement them in the other module, you will need to import the CEP haks. Refer to their "Builder's Guide" for the steps.
If someone else is running the mod, then they will have to import the haks. Also, for everyone else to play, they will need the haks installed on their computer via the .exe file that is downloadable.

-Lord Eogan

Mero the Gnome
Re: That's easy.
ok take me for example.
I have no haks......I have patch 1.64 and cep the new one.
When I load up into hlontar I get eh new crafting stuff.
I didnt change anything for me.
your module though, had to download hak files? or was it a part of cep that you just had to implement by putting them in the right folder?


Lord Eogan
CEP build
When you installed CEP v1.50, it created/made adjustments to it's hak files in the NWN/haks folder. In order to put those haks into another module so that it uses CEP, you need to open up the module in the toolset, go to EDIT>MODULE PROPERTIES, and under the Custom Content tab, select the CEP hak files and custom .tlk file. Then save it.

BUT... those hak files have to be in a certain ORDER on your Custom Content screen of the mod you're adjusting. If you go to NWVault, you can find the Builder's Guide, a pdf file, which tells you the order they need to be in (with even a pretty picture of the window!)

If someone else is hosting the game, then THEY will have to add the CEP hak custom content to the mod.

In any case, the Builder's Guide answers a lot of questions about it. Be sure to check it out.

-Lord Eogan




That should explain what I cannot about the crafting system and how to make it work so that we can utilize it fully in our module.

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oh. well, the Paths of Shadow module we were using was not technically updated for CEP 1.50... you see, the -fixes- of 1.50 were included in the new .haks with the same old names. that's why one of them is like 160 MB when it used to be 6 MB. anyway, changing the haks causes the module to use the new data in those haks, although you'd have to tell it to use any additional haks that it didnt have before.

if CEP 1.50 contains a crafting system that 1.01 does not, it must be contained in the new hak that comes with 1.50. you don't need to include that in your module for it to use the -fixes-, but if you want the new -features-, you must include it. i think its name is cep1patch150.hak. i didn't think it was important for the module we were using because i'd have had to edit the saved game, and it wasnt necessary to make it use the 1.50 fixes.

when we move on to our next module, i will try to make sure it includes the latest versions of DMFI, HABD, CEP, and the AI fix, so you should get your crafting system. the PRC Pack will come when hoyasaxa is ready for it.

« Last Edit: on: Nov 6, 2004, 12:35PM » I.P. Logged
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I have mods to send Gornt for Tues game and Cor for Wed game. Each will be a "one shot mod" and will have some but not all new features and no prc. The following week we will start a new multi-game mod that will have prc and lots of new bells and whistles; but goingofrwad I will porobably send the mod to host every week as I make adjustements between games that cannot be made on the fly.

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er... never mind about the AI fix. there are a few AI bugs and fixing them involves editing a few include files and recompiling like.. everything. it's best to just ignore the problems until they are fixed, probably in 1.65.

the CEP 1.50's crafting system actually needs to be included in the module as cep_crafting.erf. i did not know that before today. i'm updating the HATD module on my FTP to include the new CEP stuff.

ive tested it out a little... you mentioned hats and such. did you mean that you can get like hats by changing your robe in the crafting menu? because that does appear to work.

although... it doesnt work perfectly. there seem to be some oddities that i have to work out. like some of the robes only cover part of you, so your normal armor may conflict and look really really stupid. plus, when i tried it with sugnus, it didnt give him the option of a hat. i'm going to have to read up on the CEP crafting thing to see just how it works... and make sure there's no conflict with our other stuff.

EDIT: seems CEP 1.50 has a bug in which a lot of robes or armor types (i cant find specifics) dont work with the dwarf and elf bodies. that's a rather glaring problem that should be fixed in the next release. anyway, it works fine with the other body models.

« Last Edit: on: Nov 8, 2004, 3:12AM » I.P. Logged
Corrodias

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Campaign Files Updated
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my FTP now contains in its base folder the following, all NEWLY UPDATED as of 2:15AM EST 11-08-2004. these override all previous versions.

CEP150_PRC22c_combo.rar 222 KB
this is a rar containing: the .hak for use with CEP + PRC in the same module. we will be using this when we begin using the PRC.

HATD - CEP150 - PRC22.rar 1,005 KB
this is the "hall of training deluxe" mod with CEP and PRC added. you can use this to experiment with classes, crafting, equipment, and combat.

Character Files ~20 KB
all the character files are available here... you probably shouldnt look at someone else's character, but i wont tell on you. these are extracted from our last saved game and edited to be localvault characters.

Leto is a -very- useful tool for editing characters, modules, and saved games. i dont ever use the "normal" editing mode, which is only good for doing minor modifications to characters. the real editing power is in the Advanced Editor under the Tools menu. take a look in some character files... you might like the world of the IFO/BIC.

i mentioned Leto because i wanted to explain how i extracted the characters:
1) i used leto's advanced editor to open module.ifo inside the saved game and exported the entries under Mod_PlayerList, naming them according to which character it was.
2) i opened each of the exported files with WinHex (though any text editor will do) and changed the first three characters from IFO to BIC and saved them as .bic files
3) i opened each file with Leto's advanced editor and deleted:
a) the mod_firstname and mod_lastname entries
b) everything after qblist (should be 8 things)

« Last Edit: on: Nov 8, 2004, 7:18AM » I.P. Logged
Biscayne

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Character Creator
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Corr,

Being a toatl newb at some things. I still can't figure out how to install the character creator. Id/led java so that much is done. What's next?

Thanks,

Norm

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Corrodias

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the character creator comes as a .jar file, a java archive. it requires no "installation" as such. once you have java installed, you can run the jar with this on a command line:

java -jar cc.jar

alternatively, you could make a batch file to execute that for you by running the .bat by double-clicking it or whatever. that is, you make a .txt file, put that line into it, and rename it to .bat - it's like a windows shell script.

thirdly, you can associate the .jar filetype with java, like .txt is usually associated with notepad. that's a bit more complex. if you dont know how to do it already, youre better off using one of the other two.

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I for one and am learning quite a bit on this thread, thanks Cor.

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