The light is ebbing; the world is dying. And an escaped slave flees south, towards the equator, hoping for a new life at all costs...
As you find yourself shipwrecked upon the savage shores of the Crooktongue Archipelago, you're forced to continue your journey south by other means. Along the way, you'll explore ancient ruins and perilous isles, encounter prophetesses and pirates, and find yourself pursued by a new order that marches in its thousands, burning and pillaging as it goes...
This is a continuation of Pilgrim - Chapter 1. While it's certainly helpful, you don't need to have played the first module, or have an exported character ready.
Starting level: 5-6 is recommended. A levelup system is in place so you can build your character from scratch.
Combat: Mild to moderate - and usually skippable, with the right skills or stats. It should be possible to complete a pacifist's run without cheating.
Lore: This story is set in a far-flung, distant-future version of the Forgotten Realms. Technology has greatly evolved, and the world is a very different place...
Skills: Every skill gets used meaningfully at least once in the adventure, and most appear a good number of times. While a crafting system is not in place, Craft skills can be used repeatedly.
== INSTALLATION ==
Installation instructions can be found in the pil_2_readme file.
== CREDITS ==
Grateful thanks and credit go out to:
- kamal for their tileset project, and for assembling the Creature Compilation
- ACME for the Assault and Hattery pack
- Schazzwozzer for Hatsplosion!
- Arianna0 for the Ankheg model
- Arpharazon for the Giant Ant, Basilisk, Carrion Crawler models
- 4760 for the Crab, Elder Brain, and Octopus models
- FaerzressSparkles for the Adamantine Golem and Stinger models
- Kalister68 for the Myconid model
- Dann Pigdon for the Bonebat model
- RDS for their fantastic music, and the Vargouille model
- RWS for their Creature Conversion Pack, incredible tilesets and placeables
- BTH for their weapon and shield pack
- Emocion, BowShatter and travus for their patience and bug-spotting
Attachment | Size |
---|---|
![]() | 275.24 MB |
![]() | 714.81 MB |
![]() | 135.77 KB |
Yes! I was just looking in the forumsfor news about this saga and just when I enter the Vault... Here it is! Great news! Pilgrim 2!
PS: I saved at the Lobby, at the end of chapter 1. I think there is no way to follow from that point towards part 2... is it? Will it be in the future?
Hey, George!
You can’t directly carry your character over, but if you export them there’s a Chapter 2 lobby that lets you select your major choices (companion, reputation, and end faction).
Once I’ve got enough feedback on C2, I’ll combine both chapters into a bigger version so your character will persist and smaller choices will be recognised.
OK, Grog; here are my first notes; I've reached a point were game crashes (in a side quest), and I'd like to complete that one before following with the mod. Those are the problems I've found until now (all, except the game-crush, are very minor glitches or personal opinions).
SPOILERS ABOUND, obviously. SPOILERS, SPOILERS, SPOILERS !!!!
1.- SEA CAVERNS
-The mermaid description doesn't match her appearance. (I think)
-My companions can't cross with the rope if I come from the beach side.
-Fire giant too har to beat (???).
2.- ROTATING FORTRESS
-Caul talks about being surrounded by water when you have just rescued him, as if he is aboard the Siren.
-The simulator (the one with the helmet that gives you the code for lv 5) gives xp points every time you use it, even after solving the puzzle.
3.- LAMENTATION ISLE
-Does the rotten tree work if you're a divine magic-user, or in other cases?
-Perhaps the ring of the revenant should have some indication in its description. It's for Laryssa (I think). It's better to equip it when you get it? Does it matter? Or does it work as a "Quest item"; I mean, its better to have it in my PC inventory at a certain point?
4.- AVENNITTE RUINS
-In the great room with the central portal, some spirit guardians appear. For me, they are invisible and I can't point them. The rest of the party goes crazy (buffs, runs around, etc.). At some point, the group attacks at some points and game crashes (I don't know if somebody kills one of the spirits or something...). Ideas?
Hmm, that’s strange about the guardians, I’ll investigate!
I’d recommend just diving through the central portal rather than fighting back, if you can. It’ll take you out of the battle and the area.
As ever, thanks very much for your feedback, I’ll make sure it all gets seen to.
(The dead tree requires Craft Alchemy, Survival, Spellcraft, or a tip from the werewolf in the cave elsewhere on the Isle. However, as it was built by a lich, it’ll reject you if you’re a Paladin or a Cleric.)
(The Revenant’s Ring is a quest item to be given to Laldrissa - it’ll be needed at the end of the chapter if you can’t keep her from turning feral. I might give her some dialogue to acknowledge that as its purpose!)
Grog, I list here more of my notes. I hope they're helpful:
SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS
The Malina quest didn't solve for me: I accepted the quest from her and then I told the meonk that I'd give her his message... but she never appeared in or around the well. Is this normal? Ques stayed in the Journal as unsolved...
It's not important, but, when I load a saved game the first screen message is always something like "barbarians" or "elves"; not like the cool messages of lore of loading screens.
I had all the ingredients but couldn't craft the special weapon of the syren (I had a 0 in crafting); perhaps someone in the group could help someway? :-)
The battle versus the pirates doesn't feel like a "real" battle; it's like 4 or 5 focuses or "mini-fights". Perhaps with some more pirates scattered around (even they are of low level and give no xp) would flesh it out... Also, a little bit on the easy side. I'll think about it.
In one of my tests, I sided with the monks. After the battle, the monk in front of the door of the monastery says the same words that he says during the battle (I'm glad to have you at our side... or something). Also, if you visit Iluria at her shop, she speaks as she is preparing the battle (I "recruited" her).
Mama Jerrox is a fountain of infinite XP (and a few coins)if you keep talking to her about the noises.
Are you sure about Void's alignment? Shouln't she be a Leira's follower? By the way: I was playing as a Cleric of Leira since Pilgrim 1(!!!!!!!!!!!!!). Man: you'd be my hero if some reference or reward (no matter how little it is) was included for rescuing her. Also, when the Father mentions that the pirates captured a "girl who claimed to be Leira", some personal talk option should be nice! :-)
Apart from that and the info in my previous message, all worked fine. Game was a little bit unstable in the Chambers of Sleep (game crashed when saving or loading), but that' all.
An astounding mod... and you know that steam-punk or the like isn't my favourite genre. Wonderful landscapes and ambientation! All the great virtues of the first mod are present. By the way: It took me about 13-14 hours to play it!
Thanks so much, George, really delighted that you enjoyed it! I'll do a quick fix tonight for your infinite XP issues and the Avennite Ruins crash, and then try to work the rest of your feedback into the next version.
(On the Malina quest: If you accept the monk's attempt to cancel the rendezvous, Malina won't go to the Well - you have to go back to her on the shoreline and tell her the meeting is off. If you persuade the monk to meet with her, that's when she'll show up. I guess the wording of the quest makes it sound as if you have to meet her there? I'll take a look.)
Hey, Grog! I was about to write you in the forum. I don't know if its best to write there... but I always use the Vault.
About the Malina quest, the Journal was OK, but I couldn't find her in the well, nor in the shore.
An impressive work, also for what I've seen of part 3 in the forum!!!
Either's fine, I think - we don't get too many comments under modules any more, so I don't think it's likely to frustrate many people if we post under here.
I'll check that quest out and see if there are any issues. Thanks again!
Played this during the beta and from what I could play at that time, it was already amazing, despite the bugs I came across. Looking forward to doing another playthrough on this version again, especially to explore Soldersea.
Thanks very much, BowShatter - glad you liked it!
I just finished both chapters today, and I really enjoyed it. I never did get the option to complete Caul bucket list, found the food in the mindflayer's flesh market,but that was it. I only had 2 problems in the vampire lair I never got the key to open the cellar door after I staked them (I came to the basement from the inn's bedroom) I just used the toolset to give myself the correct key. The other one was with the Elder Brain I took the option to talk to the other mindflayers to see if one would stay and the door out was locked and wouldn't unlock. So I reloaded a save and just went with the battle option and got out fine.
Really glad you enjoyed them both!
Caul's quest *is* incomplete in this chapter (I think the journal says that you won't be able to collect all items until you reach Arkhetar? I might make that clearer, though...)
I'll fix those key issues in the next version - thanks very much for letting me know.
Yep: It's in the journal.
I forgot that it said that in the journel, I look forward to helping completing his bucket list.
I can't find an entrance for the chieftain hut in the lizardfolks village.
Hey! There should be a dangling rope in front of the chieftain’s hut?
Nope...
Something must have gone wrong here. I highlited with Z, and moved the cursor everywhere but nothing.
I'll try re-download all stuff and restarting the module.
edit: Nope, still no rope.
Sorry to hear that! I’ll double-check once I get back from work, but I don’t think it’s a problem with the module itself - other players have explicitly mentioned picking up Nephias, and she’s in the hut! Just to avoid all doubt: is your override empty, and do you have Storm of Zehir installed? (It’s a SoZ placeable.)
It was the override of the first module...
I didn't considered that i should remove it, is quite unusual...
Yup, I'm afraid the download for Chapter 1 is a bit of a mess (I didn't know any better at the time!). I'm working on a new patch that should remove the need for any override files.
First of all Grog, let me express my admiration for this ongoing campaign. In terms of writing, freedom of exploration and roleplaying options, this is a truly inspiring work. Planescape Torment’s influence is quite obvious, but your world and characters still have their own identities, if only for the more frantic pace, justified by the flight to the south. Kudos for using Rogue Dao’s music: it fits the wild, brooding atmosphere of your dying world perfectly. I am also impressed by the originality of the setting and the NPCs - I particularly like Void… Am I right to assume she was inspired by a peculiar race from Planescape Torment (with a much darker twist)? :)
That being said, here are a few bugs I found during my playthrough. Some of them gamebreakinig, unfortunately, but I had the good idea to make several saves:
- When I freed Caul in the mobile fortress and talked to him before activating the Siren, he had a dialog which stated we had already left the island.
- In Brightshore, when Brother Compass gave me the quest to slay the monster in the well, if I initiated a new conversation with him - without having interacted with the well and its bucket at all - I could tell him that I had reinforced the bucket, and he would believe me. Gullible monks…
- When entering the vampire’s lair at night, the two possible fights with them (next to the coffins or next to the exit) weren’t mutually exclusive. Which means when I had just beaten them at one spot, I would find them fresh and fully healed at the other spot. They sure regenerate quickly!
- When siding with the Blasphemy and defeating the defenders of Brightshore, I became stuck, as my dumb, chaotic PC had not bought any repairing material from Garm and was unable to use the book from the well to boost his repairing skills. You should make it possible to loot Garm’s material in his home when you kill him, otherwise it’s a game-breaking situation, as far as I know.
- When Handsome Jain assigned me to the murder investigation, I chose to complain, she replied… and then, when I clicked « continue », the conversation broke. I can’t remember the exact sentences, unfortunately, so I hope you can replicate it.
- Still during the trial quest, I saved Walser despite the lack of evidence of his innocence - intimidating the audience was enough. But I didn’t have a single clue about the identity of the murderer… and still, when Walser came to thank me, he expressed surprise at Keppling’s guilt. I guess the latter felt remorse and denounced himself ;-)
- The illithid named Ilri acknowledged that I had helped her pet octopus, despite the fact that I had only initiated dialog with the octopus and then run away from it. It doesn’t take much to make it happy again!
- While fighting the Elder Brain in its lair, I had several instances when the door would not reopen after its death. It happened 50% of the time (twice out of 4 tries).
- Still after the Elder Brain fight, when Rithin came to congratulate me, I had (at first) two possible replies. The second one breaks the conversation.
Also, two questions:
- I had a pretty high influence with Laldrissa (around 40) but she still turned feral at the end. Is the influence check *that* high, or is it a bug?
- If I chose to skip the last island, Orgasha wouldn’t appear in the engine room. I suppose it makes sense, but the walkthrough seems to suggest that she will appear no matter what. Is it just a slight imprecision in the walkthrough?
I hope it can help you improve this wonderful campaign. I am eagerly awaiting the last part!
Thanks so much for the kind review and all of that (really helpful) feedback, batlamb! I'll try and make sure all of those issues are covered in the next patch...
To answer your questions:
- Which race did you have in mind with Void? It's been a few years since I played PS:T (although she is obviously using the NWN2 'Ignus' floating model...)
- I *think* Laldrissa's influence is set to 50 at the end...which probably is too high, I might just have been assuming that most players would do the dishonest thing and set their meters to the highest influence when creating their history! I'll take a look.
- That's an error in the walkthrough. I'll fix it!
Glad I could help! As for Void, I was thinking about the Dabus and their floating symbols. I replayed Torment very recently, so I naturally drew a parallel :)
Hi! I am currently playing and loving this mod! However, I think I have run into a bug related to Lurk's quest. In the Natural History Museum in Soldersea, I can only interact and get Lurk to comment on one book. I've tried to reload and click on them in different orders, but the second one just says something akin to "this is just a dusty tomb." Am I missing something maybe? (hope it's okay to ask in the comments!)
I'm afraid that does sound like a bug! I'll investigate, thank you for letting me know - if it's any consolation, it really doesn't affect anything much before the end of the chapter...
No worries! I must say that I have really enjoyed the first two chapters and will eagerly await the third! The main story is very engaging, and you never feel like it derails when going off doing side-quests and such. Each step feels very necessary to the story. Same goes for the areas. They are varied and fun to explore, and you never need to stay in one place too long. I really enjoy all the companions as well! Their backstories makes me want to know more about them, and they also add some humour to the rather glum reality. :)
Keep up the good work!
Amazing module. The lore, characters, and world reactivity hit all the right buttons for me. Can't wait for future chapters. Fingers crossed we get to see some planescape stuff!
Keep up the good work!
I thought you'd like to know that the campaign file is corrupt and can't be opened. I downloaded it three times, but it's just no good,
Hmm, sorry to hear that - it seems fine for me, and other people have reviewed it since the last time I uploaded a new version!
Is it that the file is corrupt when you're trying to unzip it, or when you actually enter the game?
Thanks for getting back to me! I seem to be having problems with both chapters (I left a message on the chapter one page).
After downloading, the file won't open at all. I'll try again and see what happens. I had downloaded it when it first came out and couldn't open it so I tried again the other day, but I'm still getting error messages that the file is corrupted.
I just downloaded it again and got the error message "The structure of the archive is damaged."
Seems fine to me. Try using the latest version of WinRAR or 7zip.
I'm on a mac and I don't have those programs, but thanks for figuring out what the problem was! We were finally able to open it using MacPAR and the campaign plays for me! I'm looking forward to playing chapter 2!
Very glad to hear it! I also left you a comment about your Chapter 1 question, if you didn't already see it :)
Thanks - i saw your answer.
Thank you for all the help!
I'm on the Siren and have been enjoying chapter 2! I don't know how much trouble it would be, but I'd love to see this as a campaign - it would make things a lot easier!
At the beginning you get the chance to say which cohorts were in your group and your influence with them, but my char didn't have the abilities he bought (for quite a bit of money) from the gnome who worked on his internal rigging in chapter one. And none of the others have any of the abilites they gained in chapter one! If chapter 3 is going to be separate too, perhaps you could update their abilitlies, not just their levels - just a suggestion.
Thanks again for a great campaign!
I thought I'd mention that I had the same problem with Lurk's quest. In the Natural History Museum in Soldersea, I can only interact and get Lurk to comment on one book. I've tried to reload and click on them in different orders, but the second one just says something akin to "this is just a dusty tomb."
GeorgeBurnet - I just remembered a similar problem in Motb in the vault when several players couldn't see the enemies. The community came up with a work-around that might work for you - change your graphics resolution. Either make it higher or lower. The game will look a bit weird, but you should be able to see the enemy and you can change it back after the fight.
I'm not sure what's going on, but could you please provide some help once again?
I finished the quests in Brightshore and we're back on the ship. I have all the ingredients to make the ‘maelstrom’ weapon, but the forge won't stay open long enough to to put them in. Is there something I else I have to do?
I just finished the second chapter and wanted to thank you for the hours of enjoyment and the help you gave me!
I never was able to forge the maelstrom weapon, but wanted to finish the chapter so I went ahead without it. I hope you'll turn this into a campaign when you release chapter 3, which I'm looking forward to playing!
The camera in this module is somehow focused not on the character but somewhere above. Its just in this module, only in the part 2, all other modules and campaigns i have are ok. Have no idea what might be the reason.
Just finished Chapter 1 -- sorry about breaking the town, but hey. Needs must, right?
Problem shows up with Chapter 2; I can't extract pilgrim_2_v_03.rar; I get error message Cannot open file "C:\temp\pilgrim_2_v_03.rar" as archive. Any thoughts on this? I can't shepherd my poor pilgrims!
Looking forward to relief, becase Ch1 was awesome, and I have high hopes for Ch2...
Hey - hmm, try downloading it again, maybe? I suspect the download didn't complete properly for you, but I've just tried myself and it looks as if everything is there. Hope you get it to work!