Sanctum of the Archmage is a story concept that is being developed in multiple forms. Originally conceived as the setting for a role-playing game campaign, it is now being written as a series of novels. Part of the story told in the novels is also being developed in the form of a set of Computer-Based Role-Playing Game (CRPG) modules implemented using the Neverwinter Nights toolset.
This is the download and information page for the Sanctum of the Archmage game modules for Neverwinter Nights. Information about the Sanctum of the Archmage novels can be found at the author's website, or on his Amazon author page.
Three years ago, the throne of Carlissa was usurped and the kingdom overrun by the Warlord Zomoran, also known as the Black Magus. The story told by travelers and refugees has all been the same: that the Warlord somehow managed to summon an army of demons willing to serve him, and launched a surprise attack on the Carlissan capitol city of Lannamon. King Danor and the entire royal family were brutally slaughtered, and Zomoran took the throne for himself.
The Warlord is a merciless ruler who regularly sends his demons to crush any sign of rebellion. Hidden in the deep woods in the southern part of the kingdom, your small community of foresters has so far been spared the ravages of the demon horde. All of that, however, is now about to change...
You begin the game as a young forest dweller with an unusual gift, living in a land that has been overrun by demons. When the monsters finally come to your home in the forest, you must try to learn how to use this strange ability of yours or die -- an ability which may turn out to be the only hope of salvation for the kingdom and its people.
Romance: The Sight and The Quest contain three nascent romance prospects, one male (Chapters 1-2), one female (Chapter 2), and one that the player can choose to be either male or female (Chapters 1-2). The romances progess slowly in the first chapter, and will develop further in the second and following chapters. The player can turn each of the romance plots on or off at his discretion.
"Sanctum of the Archmage" consists of two modules: The Sight (Chapter 1) and The Quest (Chapter 2). It is designed for single player only, starting a new, first level character, which should advance to level 9-10 by the end of Chapter 2. An earlier version of Chapter 2 (The Quest) was released as a separate module under the title "The Miracle Worker, Act I."
Both modules were inducted into the NWVault's "Hall of Fame." The Quest (as The Miracle Worker: Act I) won the NWVault's Bronze Award for 2007 Module of the Year (MOTY), and the AME's Golden Dragon Award (GDA) for Best Roleplaying Module of 2007. Andarian was a GDA finalist for Debut Author of 2006 for his work on "The Sight," and the v3.4 version of both modules earned him the GDA for NWN Veteran Author of 2010.
Chapters 3-5 of the series were also planned for development in the Aurora engine used by Neverwinter Nights, as separate acts under the title "The Miracle Worker." Continuation of work on Chapter 3 has tentatively been resumed for eventual release for the upcoming Neverwinter Nights:EE Edition.
The Sanctum - The Blog of the Sanctum of the Archmage Writing Projects
See the following links for the release announcement and download instructions.
Release History
Awards
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I'm very sorry that you were disappointed. I do, however, want to point out a couple of things about your rather harsh downvote.
I'm sorry, you're right, I made an unfair comment, it's lucky to have people like you making modules so good that they beat those of the company Bioware and Beamdog. Thank you for the fun you gave us with the two modules. I have already rectified the unfair score I gave.
Syaoran: I'm genuinely humbed and gratified by your response. Thank you for your very kind words!
I'd be hard pressed to think of a greater motivation to continue the module saga than this. :)
It looks very promising, but there is a problem which currently (april 2020) prevents playing it on Linux with the EE client.
https://support.baldursgate.com/issues/40364
Hopefully this can be fixed in the client soon.
Archprogrammer,
Thank you for bringing this to my attention! It likely explains some issues I've been hearing about with Mac players having crashes in some of the mountain tileset areas that the mod uses. Now that I know about it I should be able to use the information in the bug report to prepare a patch hak update that'll work around it. It may take me a while to get the time, but I'll follow up on the page here when it's done.
Andarian
No problem - just happy to help. :)
I raised this with Beamdog support also, but alas it's not considered a priority and won't be fixed in the client.
https://beamdog.atlassian.net/servicedesk/customer/portal/1/NWNS-1733
Hi there. New to NWN and so new to mods etc. I installed everything as specified but I can't unlock the front door...I'm certain there is something I didn't put in the right folder !!
I downloaded the latest CEP (2.65 I think). I noticed after greeting the companion when I went upstairs to talk to Len I could neither talk to him nor get out of the room.
Certain it's my fault but can you give me some guidance as I really like it so far........
EDIT: Apparently didn't install CEP properly...still can't find an erf folder so I put those with the other erf files - apparently subscribing to CEP via Steam doesn't work
Thirstyman: CEP 2.5 should be fine. You shouldn't need any of the erf files for the module to work. What the issue might be depends a bit on where you are in the story:
Let me know if this helps. Whatever's causing the problem, I should be able to help you work through it.
Andarian
@thirstyman "apparently subscribing to CEP via Steam doesn't work" - not quite true - see my reply on the CEP page.
Tried to install using NIT but it didn't pull most of the required files and did not install the mod files in the correct folder either.
There is a big list of requred files to install (CSP etc) but NIT is not picking these up.
Does this mean I need to install these separately with NIT?
Is this the reason the module files are not being placed in the module folder?
Sanctum isn't configured or approved for installation with NIT. Using it likely won't work.
The only installation method that I know works is to follow the directions in the installation pdf:
https://neverwintervault.org/sites/neverwintervault.org/files/project/33... (3149)
I would try that and see how it goes. If you're playing NWN:EE, the default location for the directories you need to unzip and copy the files into is your Documents\Neverwinter Nights folder.
Andarian
Thanks, I did that and now everything works. Thanks for all the help.
Absolutely loved both modules! Well done Andarian!
Just started this module and it's amazing so far. As a previous poster mentioned (@thirstyman) I also had issues navigating to other zones. I was also using the Steam version of CEP, and I literally couldn't enter any building. (There were no doors at all) I was also stuck in Len's room. Further on, I cannot progress the story after the picnic scene as I cannot access the Lodge front door after the fight. So I uninstalled the CEP Steam version and currently downloading the CEP linked to this page. I'll give an update on how things go lol :)
SoFolly, thanks for the kind words! As per the previous player's feedback, I would recommend installing the mod exactly as described, and using the specific downloads, that are in the installation PDF. I built and tested the module using that specific content and can't vouch for it working unless it's installed that way. In particular, don't use NIT to install it, and don't assume it'll work using the Steam versions of any of the listed custom content. If you download and install the files from the installation PDF you should be fine. When you get to try that, let me know how it goes. - Andarian
Thank you for getting back to me. I installed the module manually, as well as reinstalling CEP manually and now the doors work! Everything is good so far. :)
Now I can't for the life of me find the Beastman King. Am I missing something? I'm not sure what else to do or where to go? I've looked all around 5+ times.
If you're in the Beastman Village area, you'll find him in the lower center of the map:

I've checked his throne area various times and he isn't there. Every other Beastman is present in the village except the King. No idea why. I've ensured that I have everything installed correctly manually so I don't know what the issue is anymore. Everything seems to be working fine, my only issue is the King being completely gone.
I've checked his throne area various times and he isn't there. Every other Beastman is present in the village except the King. No idea why. I've ensured that I have everything installed correctly manually so I don't know what the issue is anymore. Everything seems to be working fine, my only issue is the King being completely gone.
I'm pretty sure the Beastman King model is in the Q v1.5 haks contained in the Sanctum 3rd Party haks download here:
https://neverwintervault.org/sites/all/modules/pubdlcnt/pubdlcnt.php?fid...
Those are the ones that start with "saQ15." Did you install those? Note that if you have a current version of Project Q installed instead, that won't work with Sanctum. The later versions of Project Q aren't backward compatible with previous versions, which is why I had to include these haks to provide that content.
If you have those installed, let me know and I'll see what I can do to investigate this further.
Assuming you have those installed, here are the things I'd need to know to investigate this further:
- Which version of the game are you using, and on what platform (assuming Steam on Windows)?
- Which build of the game are you playing? (This shows on the starting menu.)
- What model video card do you have?
Feel free to follow up by email if you want (see the readme file for my address).
Thanks -- Andarian
Made an account here just to comment how much I would LOVE to see the next part of this series in module form! I first discovered it years ago around 2011, and it's stuck in my head since then as one of my favorite stories. Rediscovered it now and eager to play again in EE :) It would be an incredible joy for the next chapter to finally see the light. Many thanks to you for all your hard work thus far.
Please help! I am really enjoying this module but tbh i'm terrible at complicated mods without a walkthrough. I am stuck trying to get into Len's lab, I get downstairs into the lab and go to open the steel door and get the message from Len " please speak the passcode to get through". I have no idea what it is!! Am i suppose to guess or is it somewhere in the game??I feel like I have done everything up to this point correctly so I am not quite sure what I missed.
Hi Jane,
I'll be happy to help you out with that. *SPOILER WARNING*
You'll learn the passcode from reading one of the books that you find in Len's Lab. That's Len's Notes, Vol. I, "The Ancients." Once you've found it, right click on the book and select "Use: Unique Power Self Only." A dialogue will appear. Option 2 will let you search the book for information about how to open the locked laboratory door. Once you read through that section it will tell you that you make a note of the passcode. A variable is then set in the game that will let you open the door.
If you're having trouble finding the book, it's in the righthand bookcase (the one with the persistent trap). If you're having trouble getting through the trap, remember the advice in the readme to examine everything in the game that you can. If you right click on the bookcase and select "examine," the description tells you that you can unlock it safely. The trick is that you have to actually unlock it: that is, right click on the bookcase again and choose "unlock." That will both unlock the bookcase and disarm the persistent trap. If you try to open it with a left click without first unlocking it, the trap will stop you and make you take damage.
Feel free to ask here again if you run into any other difficulties. There's also a "Spoiler Document" PDF in the module downloads folder that contains a lot of hints to help you in case you get stuck. There's a writeup in it on precisely this question, for example. :)
And thanks for playing!
Andarian
I started playing this Module and it's pretty good.
Anyone have suggestions on Ranger / Harper Scout Favored Enemy? I chose Outsiders as my first one after seeing the theme should be based on some sort of uprising / war with such creatures and encountering several at the very beginning.
Alas, by the time I levelled to Character Level 2 and became a Ranger I haven't encountered any, but that's ok, it makes sense for my Character to have chosen the creature type that murdered his parents and forest-dwelling community, besides, I'm sure there will be some encounters later, perhaps by Chapter 2.
At Ranger Level 5 I picked Undead, which made sense going with clues earlier in the game. It has been pretty useful in the crypts, especially since a few seem to have Damage Reduction due to our lack of proper magical weapons to bypass such defenses, except for Robin's weapon which is pretty nice.
I was curious and could not find any suggestions, including in the Spoilers files.
Thank you
Thanks for the questions, Mick! They're good ones, and you're right, I haven't provided any guidance on that. There's something of a variety of creatures throughout the two modules, so it's hard to be specific, but here are some suggestions.
- Outsider probably makes the most sense from an RP perspective, as you suggested. It's mostly useful at the very beginning of chapter 1, though, and then again in the second half of chapter 2.
- Aberration and Vermin will both be useful throughout Chapter 1 (especially in the Ancient Ruins), and also somewhat in chapter 2. (See the "magic out of control" quest for the primary reason why.)
- Elemental will turn out to be very useful for a certain class of fire-based enemes that you need to deal with in chapter 1. Undead will be useful in most of the lower ruins.
- Construct, Beast, and Monstrous all have scattered usefulness throughout the modules, particularly for a handful of difficult chapter 1 battles.
My suggestion would be to take my first pick from Outsider, Aberration, or Vermin, and my second (at level 5) from Outsider, Elemental or Undead. You will want Outsider by the middle of Chapter 2, so if you haven't taken it by then, that's definitely the pick for ranger level 10.
With regard to coping with damage resistance: there should be opportunities to find, buy, or make weapons at the +1 level at least, although it may vary a bit with the random treasure system. Don't be afraid to sell junk to the Beastman King (let Robin shop for you if you're not good at it) to get the cash, or to make a run for the Earthen City to check out a better selection. There are also some items that'll create enchanted weapons and weapon enchantments. The crafting system for Sanctum v5 is pretty extensive, although you have to discover it mostly by experimentation (I should document that better).
Hope that helps!
- Andarian
Thank you for the quick reply! Very useful information :)
Side note, concerning the enhancement bonus weapons to damage certain rare creatures, it was for the one creature in particular **Spoiler Alert** Skeletal Devourer but I think playing a pure Caster it would not have been noticed. I'm playing a Rogue(2)/Ranger(7).
I did find a few gems to enhance items, including 2 violet gems, so that's a solution for the future, so it's all good.
Yes, the devourers are a challenge. *SPOILER* For those a non-caster will need to fall back on projectiles (e.g. fire arrows), grenades (including Holy Water for the Skeletal one), Len's Wand, and the like. You can also toggle Orion into casting mode; he's got a couple of good offensive spells that could come in handy there. They can be also beaten by brute force wearing them down if necessary. *END SPOILER*
Just finished Chapter 1, this was a great adventure! I think I should have visited the Earthen earlier, but stepped out of the ruins very late in the game.
I tried to find Kira but we flooded the area already, hopefully she survived ;) That flood fight was pretty tough as well, I was pleasantly surprised to see I was not the only Ranger down here!
Finished the chapter with around 47-48k XP, Rogue 2 Ranger 8.
Starting Chapter 2 later this evening when I put the kids to bed ;)
I just finished Chapter 2 and very much enjoyed these modules!
Story-driven, I liked the way we moved forward in the story arc, plus a bit of combat and the romance options I found interesting. Items and gold are kept in check, nothing exagerated, which I prefer. Though I'm sure if I had put more in Crafting and Spellcraft I could have made a lot more money if I wanted, but since I think basic materials are kept in check it wouldn't have "broken" anything (There were a few very expensive items that could have been bought with such money-making endeavours).
I played it for the storytelling and was not disappointed. The world history and concepts are cool, I'll have a look at the books to satisfy some of my questions and curiosities.
I have to admit, near the end after resting in the caves I wasn't expecting the module to stop so soon after, I was all hyped for my adventure to Rayche! So I actually finished 2 days ago when I last saved my game there, waiting for a nice long block of free time before continuing to the next leg of this quest! Which I planned for a nice 4 hour block this evening, haha, turned to less than 5 minutes, but I'm taking some of that time to write this, let's be honest it's the least one can do after playing and enjoying a module someone worked so hard to make, especially such an excellent quality set of Mods like this!
I know you've heard it a lot but I have to say it, I'd really love for you to make more, to continue the story we had with Robin, Orion and Diana. There's so much more that can be had!
Just to let you know about my playthrough.
I didn't know anything about your modules beforehand, I mean I've seen some people mention it here and there but never looked into it, I think it was because i had read somewhere it was a Wizard-only mod and whenever I saw mention of it afterwards I just skipped it. I was more into playing Paladins back then, always telling myself one day I'll try Wizard but never did.
A few months ago I started playing again. I've been seeing these mods pop up on To Play / Favorites lists and finally decided to try it out. Boy am I glad I did :)
Character-wise it panned out, I started as a Rogue then went on to Ranger (I just recently started playing multiclass, and found Rogue skills to be cool in most modules). I went for dual wielder but of course I didn't know it would not mesh very well in these modules, still no biggie. In fact in Mount Cassandra I used the bluesteel ingots to make Pure Bluesteel Chainmail Armour (in-game it's spelled Armoir), finally letting go of my ideals of dual wielding and going with a Medium armour(Little did I know there would only be a few battles after anyways).
Talking about bluesteel, I tried making a Towershield and it took the bluesteel but could never get the shield itself. I tested and could get everything else, only the tower shield would never appear.
In the end I had a Pure Bluesteel Short Sword, Longsword and Chainmail plus I hanged on to several gems.....I was not planning on using the Short Sword much, since no dual wielding, but that Pure Bluesteel Longsword was highly enchanted by those gems ;)
Mick,
Thanks for the great feedback! A couple of quick thoughts:
- I'm very sad to hear that people are saying Sanctum is a Wizard-only mod. Everyone, that is simply not true! I worked hard to design and playtest the mods to be compatible with all the basic NWN classes, and to try include content for them. There are several interactions that only a ranger or druid with animal empathy will ever even see, for example. Yes, it's a good choice for a wizard (or other spellcaster), but that doesn't mean it's wizard-only!
- For the record you can play a dual-wielder in Sanctum. The Control Rod has an option to transform it from a rod into a weapon (club blueprint) and back, for example, so you can use it in either mode. Also, thanks for catching the typo and the issue with the Tower Shield -- I'll check into those.
- Thanks for your comments on the story, and saying you'd love to play more modules in the series. I'd really love to continue making them as well. Chapter 3 is in development, but finishing it is just not an option right now -- not on top of a full-time job, trying to launch a career as an indie novelist, and still having a personal life. :) That probably won't change until or unless I can start making a living as a writer (and/or retire), though.
- If you're interested, I'm getting ready to start releasing books on my new website. I'll post about that in a follow-up message.
Thanks again -- Andarian
I was logging on to edit my comment concerning dual wielding(It was bothering me) but you replied yesterday. I was not precise enough. I meant to say dual wield scimitar or longsword with a short sword (Was part of my concept before starting to play). I should also note that the rod is pretty cool and I did use it both ways, offensively and defensively. It just looked better with a longsword in hand instead of a cylindrical rod and besides I had taken Weapon Focus Longsword.
I mostly used it as a defensive rod, with a magic Short sword on the Main hand, until I upgraded back to longsword.
Indeed it's not spellcaster-specific at all, helps to have high Int/Wis/Cha, Lore and if possible Spellcraft. I had Int 14, Wis 14 and Cha 10. I pumped Lore up but not Spellcraft. Next playthrough I'd go with Cha 12 as well(Swap with Con in my case).
By the way in one of the game files (Spoiler one maybe?), it says Int, Wis & Dex instead of Cha. I didn't keep the files but if you do a Search for Dex maybe you'll find it quick.
I'm pleased to announce, for those interested, that I've launched a new, e-commerce enabled site for Andarian Publishing:
https://www.andarian.net/publishing/
I plan to begin releasing books in the Sanctum saga in the next couple of months, beginning with an edited re-release in a series of episodes of my first novel.
A new constitution prepares Carlissa for an era of enlightenment. The harsh traditions of the past fade, and a promise of freedom stirs the air.
In the space of one terrifying day, that promise is shattered in a bloodbath of fire and magic.
In Sanctum modding news: with thanks to them for reaching out, I'm in the early stages of preparing Sanctum Chapters 1 and 2 for inclusion in Beamdog's "curated content" listing. It'll take me a while to find time and I'll have a bit of work to do in tracking down the CC authors whose permission I'll need, but I'll post further when I have an update.
Andarian, I have to say these mods you made are incredible. Some really cool mechanics at work and the modules are very fun to play. I played the original Neverwinter Nights years back and now that I'm back into the Enhanced Edition version I decided to checdk out the community mods for the game. I was blown away by the sheer amount of mods made.
I was really hooked after your first module and I've just completed the second chapter and now I crave chapter 3.
You probably get asked this lots but any idea when you might be finished with chapter 3? I'm absolutely hooked and would deffinetly love to see how this saga goes. Please don't say you've shelved this as you have created an epic adventure story. It needs told and it needs an epic continuation to an epic conclusion. So many questions left to answer... what happens to the protagonist? Do they succeed or fall? What of the realm itself? What happens to the romance with Robin? What happens to the romance with Diana? Is there a love-triangle? How does Robin react when she learns of the protagonist sleeping with Diana...? Does Robin see that pushing you to Diana thats she regrets it and she realises her true feelings? Does a child come of the union? What happened to the fear of heights... as I don't recall my protagonist getting over it but suddenly can ride a pegasus without issue? XD
So many questions and I hope you continue the saga to answer the many more questions we all have :)
Gizfire, thanks for the kind words and great review!
I'm particularly gratified that you would describe what I've created as "an epic adventure story." While it may be a while before I'm able to continue the games, the full tale will be told in the novels I'm publishing. If you check out the link in my previous post you'll see that I have two books out now, with another four coming out over the summer and fall. Those books in particular will cover a major part of the backstory to the mods, by telling the full story (which you've heard some of in the mods) of how the demons came to Carlissa.
The "fear of heights" subplot is, unfortunately, one that I didn't really have time to develop in Sanctum 2. You can assume that Orion's coaching on the trip home, combined with the effects of Queen Talina's cloak and/or the Pegasus token, have helped the player to mostly cope with it. And yes, there will be a love triangle, though of course I can't talk about how it works out. ;)
With regard to my plans for Sanctum 3, I'm afraid that not much has changed much since my last announcement. It is still "in development," but I've had little time to work on it. I'll try to follow up on that a bit more for those interested.
The Sanctum story will be told, one way or another. Everything that was going to be in the mods will be told in the books, although the form may be slightly different. (The story in Sanctum 3, for example, is planned for this novel.) But nothing would make me happier than to be able to develop it in both forms. :)
Thanks - Tony Andarian
Andarian to be quite frank I'd totally back Neverwinter Mod creators through patreon. Modders like yourself absolutely need to tell such stories. I'll deffo check out the books but admitedly I prefer games which are, to me, interactive books of a sort XD
Oh absolutely can't mention too much of the love triangle ;) But I felt bad for Robin but roleplayed it that my character still held her close to his heart whilst trying to get close to Diana but realising that its just not the same. The emotive role play element works really well in this mod which is deffinetly one of it strengths.
The first chapter confused me and I had to use your hints and walkthrough for most of it. I hate to admit but it was complex but in hindsight if I thought more about them then the puzzles were do-able. Chapter 2 is where I really got into the story. I honestly laughed when Diana was introduced as a Xena warrior princess when she leaps off the cliff to save you XD
Well count me as someone who needs more of this mod in my life :)
Gizfire, thanks again. I appreciate your encouragement about setting up a Patreon, which is something that I have thought about. Perhaps I'll finally go ahead and do that. :)
Thanks for this mod. Truly impressive in many ways, and if Chapter 3 is ever ready I'm absolutely interested.
While I found the module deeply satisfying in some ways I I found some design features equally deeply aggravating. I know I'm just one data point, but for what it's worth:
1. I loathe undocumented crafting systems: just give me the manual please! At least let there be a low-consequence method of figuring out how it works. Maybe it's just my unfamiliarity with expansion material (or CEP?), but irrevocably failing to craft a superior weapon with superior materials, only to later discover that there would be no further opportunities in that regard, was a major turn-off. By the time I got to chapter 2 I had lost all shame in consulting the editor and/or quicksaving before making any crafting decisions (hello, hidden bluesteel options).
2. In addition to crafting, there were other irrevocable pass/fail tests where the player has to choose between reloading from a previous save (sometimes hella previous), or going forward with a sense of failure. In a non-mission-critical quest that's fine, but that's a nasty choice when it comes to, say, a major romance plotline.
For me these kinds of design decisions broke the sense of immersion in an otherwise really fine story. After an ugly first playthrough and some judicial spying with the editor I was able to redesign my main character and run the module again with far fewer reloads.
My second playthrough was much more satisfying, and also revealed some of the item-randomization and plot-branching features of the module which I thought were excellent. A++ on the earthen child quest with multiple possible endings, and on the cutscene in the cave just prior to the end of Ch. 2.
Aggravations aside, great job and thanks. I have some idea how much work went into this.
Guthlac, thanks for your feedback! I'm sorry for the late response, but you posted right at a time when a lot was going on in my life.
Your point about the lack of documentation for the crafting system is well taken. It's something that's even frustrated me as the author, so I'm planning to do something about that in the upcoming update.
I do get what you're saying about decision consequences and going forward with a sense of failure. That's one reason why I tried not to make any of them single points of failure. The romance plots all have opportunities for getting more "relationship points," for example, than are needed for success But you do raise a good point that while I tried to build the modules with some safeguards against these things, that they may not necessarily be enough, or apparent to the player even when they are. It is important that players are able to go forward without "a sense of failure," as you put it. So I'm going to see what I can do about that in the next update.
Thanks for the kind words on other elements of the story. But especially, thanks for your willingness to give candid feedback on what frustrated you. That's particularly helpful to a mod author, especially when it comes from someone with the same experience.
I have a major announcement regarding the future of my writing and gaming projects.
As of this month, and after decades devoted to it, I have joined “The Great Resignation” and officially retired from my day job to become a full-time author and IP creator-entrepreneur. Andarian Publishing is now a full-time business.
Here’s a brief summary of what that will mean for the future of the Sanctum of the Archmage novels and games. For more details, see my post here on the Andarian Publishing site.
https://www.andarian.net/publishing/books/a-major-announcement/
Easily one of the best modules I have ever played. I like the story, and the well forged out characters. If you've never played a custom module, you should definitely start here now. 10/10
# WARNING - SPOILERS - WARNING - #
Sanctum was without a doubt quite an interesting experience. The first thing I noticed was all the content necessary to make the modules work, the author certainly did not skimp on content to use and it is clear that he sought to provide a pleasant and consistent visual experience.
It can be a challenge if you are not prepared, there is no shame in reading the readme to avoid bad surprises. I would put it in difficulty above Aielund saga, comparing it with the first two modules of course.
I admit that I also fell under the impression that you need to be a wizard or sorcerer to enjoy the content, but after reading the author's comment in the vault and beamdog forums where he mentions that this is not true, and that he has also balanced the modules with the other classes also in mind, that's when I decided to play the modules, and the result was that I become quite hooked, eager to know what was next.
At the beginning of the module we are offered options that expand the RP and the gameplay experience, which are the option to start romances, which can also be changed at any point in the game (really nice), have fears of heights, although this is not touched at all in the second module, which is strange, since there is an interesting scene where it would have been good, choose the class of one of your companions (second module) and finally the option to choose the difficulty, that can be changed at any time in the game (again, really nice), although I'm not entirely clear what changes each difficulty caused and if they overlapped with the game's own difficulty system. In my case I decided in my playthrough to choose hard.
The author introduces some mechanics that sought to go for realism, such as, rest was not limited, but he put a restriction that makes sense, which is that of food, that although there is not in abundance, you have enough to not having to get frustrated when you want to rest, but not to do it every second.
A very important mechanic that should be mentioned is that of Talent, which is necessary to make the plot move, it works through 3 attributes, INT, WIS and Charisma, which of course can be artificially raised in different ways, but I thought, what melee class could I use to have an easier time reaching talent checks? ... ranger, cleric, maybe paladin? In the end, I choose bard so I can cheese with the classic FTR/RDD combo, and man, I have my ass delivered very well, not even expertise allow me to cheese, it can even happen in easy if you are not careful, something that I liked from a RP perspective, since i consider that we are not the main character , we are the henchmen, with 0 experience in the real world, maybe this is also the explanation why the companions are always one level above the PC and have better equipment.
Speaking of equipment, the author recommends in the readme to invest in crafting skills due to lack of good equipment at the beginning, which I agree with, and I plan to invest in that in a possible future playthrough, I must mention that in my playthrough, the highest I could get as a weapon in the first module was a +1 longsword and in the second a similar sword but with fire damage, both of which served me pretty well until I noticed that some enemies were invulnerable to damage that me and Orion inflicted, in the first module they are really few and that I remember they appeared individually, the most notable were the demons in the second module, the PC, Orion, nor the NPCs, could inflict damage, only Robin, which caused the fight to be less fluid, since if the enemies focused on Robin, he/she would fall like a fly, or simply decide to enter casting mode, reducing the damage to practically 0. It was not until I arrived with the blacksmith of the palace with the bluesteel, that I become independent of Robin, but of course, at this point the module is almost over and there is only one encounter left where the equipment can be used for the first time.
The design of the first module is about exploration while in the second it is about linearity with a narrative focus more towards the relationships between our group, in gameplay it felt almost like a boss rush.
In general, the encounters seemed well designed, although I am sure that the "divide and conquer" will not be to everyone's taste.
The story seems pretty conventional to me at the moment, but what can I say, good versus evil stories are still enjoyable for me.
I like the world bulding of the author, although it is difficult not to make some comparisons with the different races of elves that exist, earth being dwarves and hell being drow. The introduction of the old races and the sci fi elements, early on, is a plus for me, since you don't have to resort to it as a plot twist at the end.
For me the narrative highlights are the discussions about faith, ethics, morals and other things with Orion.
Finally I want to mention that if the author decides that continuing to work on the modules is not worth the time invested, I want to thank him, since we have another medium where we can follow the story and above all, support the author with his new adventure IRL. Thank you for your work and best of luck.
Bluehawk, thanks for your kind words and review! I'm sorry for the delayed response, but a lot's been going on in my life recently.
I hear you about the "fear of heights" subplot in the second module. Unfortunately (and while I should have), I didn't really have time to include it when I did the remake of Sanctum 2. There should have been something about it before the first flight to the palace at least. While you can assume that Orion's coaching on the road to Mount Cassandra and the effects of the Cloak of Flying and/or Pegasus Token would have helped to mitigate it, I'm going to try to work some of that in on the task list for my next rework of the modules.
The in-game difficulty setting basically creates an additional effect on top of the game's own difficulty system. The mods are built for "hard," so it's mostly there to reduce the difficulty for those who like easier play. Only "Very Hard" really adds much in the way of difficulty.
I'd recommend to players that if you're running into a significant difficulty, consider that I've likely taken some steps to mitigate it in the module design. The demon battle in S2 is actually a good example. The random treasure system provides for a lot of variation in equipment, but this even applies if you haven't managed to get a +2 weapon yet. If you can't hurt the Battle Demon because you don't have one, consider the possibility that you and your companions may have options and not be realizing it. It's next to impossible to get through to that fight without picking up at least one (and probably several) purple gems along the way, and they can be used to boost any weapon to +3. The Control Rod also has a +2 melee weapon option; you have to transform it, and there are dialogue options for it explaining how. You may need Clarity to protect you from demon fear if you switch it up with the Control Rod, but Orion can cast it if you don't have a potion handy. And of course, the Lionheart Flower was put where it is precisely to help with those fear effects.
Thanks also for your kind words in general about the mods and my writing. As you may have seen from my recent posts I'm going to be doing this full time from now on, so continuing both the modules and the novels is on my upcoming to-do list.
Thanks to everyone for their patience since my announcement! It turns out that pivoting your entire life takes an awful lot of time, effort, and preparation, even if the pivot is in the direction of eventually having more time to work on your own projects. I'm making progress, though, and should have some follow-up news soon regarding my plans for the Sanctum modules.
In the meantime, for anyone who's interested in what I've been up to and putting in place regarding that "pivot planning," I've posted a copy of my latest email newsletter online at the link below. At lot of it's about my book publishing plans, which are the first thing I've had to try to put in place, but there are what I think are a couple of other interesting tidbits in it as well.
Tony Andarian's Newsletter, The Sanctum - March 2020
Books by Tony Andarian
Cover Reveal: Hell Gate
I have a problem with downloading the mod and tlk files - links provided in the PDF file don't work. Is there a possibility of getting them from another source?
Hi Souler,
I just discovered this problem this morning and fixed it. It may take a little time for the DNS correction to propagate through the internet, but it should either be working again now, or will be shortly. If you or anyone else is still having trouble, you should be able to get the files from the following links in the meantime:
EE version (23) 1.69 version (16)
This happened because my hosting provider inserted an incorrect DNS record for my andarian.com domain, which the download links file points to. I consolidated and decommissioned a couple of old hosting plans this month, and moved andarian.com to my new one. We had all the new redirects working (I tested the download link specifically to make sure it was still good), until my ISP incorrectly pointed DNS to a "parking page" when the old hosting plan went off-line.
If anyone continues to have trouble with this, please let me know.
Thanks - Tony Andarian
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