Title | The Aielund Saga Act I - Nature Abhors a Vacuum (v3.13) |
Author | Savant |
Submitted / Updated | 02-15-2003 / 10-15-2011 |
Category | Various Settings |
Expansions | Requires All Expansions (SoU & HotU & CEP) |
Setting | The Kingdom of Aielund |
Gameplay Length | 10-13 hours |
Number Players | Most Encounters scale. |
Language | English |
Level Range | You'll end up around level 8 by the end of this module. |
Races | Any. Special dialog for dwarves underground. |
Tricks & Traps | Medium |
Roleplay | Medium |
Hack & Slash | Heavy |
Classes | Any. Some special dialog for Bards and Rangers |
Scope | Part of Series |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player or Multiplayer |
Max Character Level | 01 |
Max # Players | 06 |
Min # Players | 01 |
Min Character Level | 01 |
Forums | |
Content Rating | Everyone |
Alignments | Any. Includes alignment mods based on dialog reponses. |
Gameplay Hours | 12 |
Description | |
In the Kingdom of Aielund, trouble is brewing. While the King leads an army against enemies in the far west, the poorly-protected realm is under attack from brigands, goblinoids, and barbarians from the east. And rumours of a conspiracy are growing as the remaining military forces do little to stem the tide. Into this vacuum of power steps a small band of daring individuals, who must try to keep the region intact while tracking down the conspirators who seek to divide up the land for themselves. This is a detailed, atmospheric module that has been tested thouroughly to ensure minimal bugs. This Enhanced Edition features bugfixes, new dialogue options, new tilesets and lots of other improvements including extra music tracks and visual effects, so make sure you have the latest Aielund Music Selection and Aielund Hackpack (v3.01) files. Although it says 'enhanced edition' in places, it can still be used with the older versions of nwn. If I make an EE specific version in the future, it will have its own separate release so this version will remain as is. |
Attachment | Size |
---|---|
the_aielund_saga_act_i_nature_abhors_a_vacuum_313.rar (13522) | 2.05 MB |
Unofficial walkthrough for chapters 1-3 and 4th part 1 - might be outdated | 24.1 MB |
What an epic journey. This astoundishing campaign is way better than many offiicial games created by professional companies/writers and it's good to such an extent that it totally annihilates the OC.
Hi, savant! Been loving the Aielund Saga for years now, and the only reason I can't say it is the best campaign ever made for NWN is I haven't finished Prophet yet. Still, I noticed you uploaded a new set of haks and this very module recently. The haks say they were upgraded to work with CEP2.6, right? but I'm wondering if you made major changes to the modules themselves, and that's why you're reuploading. Hope you can tell me.
Yes I've made substantial improvements to the modules themselves, you'll find full details in the Readme.txt file for each one. Bug fixes, new skyboxes, new tilesets, new dialogue options etc.
I already cast my vote but that's one thing I wanted to point out. I was trying to create a Svirfneblin and what came as a big surprise to me was the fact that the module actually supported my choice. My char came with a natural resistance to magic that made me say "Wow, that's cool!".
Gonna test the creation of a Duergar and, why not, an Aasimar too (the existence of that cleric henchie tells me I can surely try that out :-))
Thank you again for this mod even though it seems I found a bug (SPOILERS)
I met the Mayor of Culdeny arguing with a ranger; playing as a paladin I offered my help. Left my cleric henchie for the ranger one (that guy is quite a jerk, btw ;.), well done!). Once I got in the Calespur Ranges (Marches?, Can't recall) the ranger chief inside the barn wouldn't talk to me while the one met in Culdeny (waiting now outside the barn) actually did. Couldn't progress in the story after that even though I killed all the bad guys in the area and tried to talk again to the rangers' chief.
I'm amazed the subrace system works at all, given that I had immense problems trying to integrate it with the original custom scripts I added way back when. You may encounter some issues here and there so just keep an eye out for weird things happening, such as not getting XP for kills.
As for the ranger commander (Armin), his opening line should be "Hello, stranger. What brings you here?". Does he do that, or is there no dialogue at all? If you have Dante with you, make sure he's standing close by as sometimes the NPC will see a henchman but they won't be close enough to actually talk, and it'll break the conversation. If you could say to Will outside the ranger outpost that you'd been sent there, Armin really should be talking to you and I can't find any problem with the conversation otherwise.
By the way, you CAN take both henchies if you like :)
Thank you Savant, I'll try that out. Anyway I had no dialogue at all; Dante warns me he's not very popular there before I try to talk to Armin. I'll try that a second time as soon as I can.
I'll sure take two henchies next time I'll have to deal with the blockade; those bandits can be very tough. Would love to see Dante providing long ranged cover while I fight my way out along with Nelise. Now that I created a Svirfneblin that would be definitely the case!
I don't know if ALL the "Svirfs" are proficient with the pick even if playing as wizards (Svirfs' favored class should be "rogue" if I don't go wrong).
So far I did not experience the "no XPs for kill" fortunately.
I'll check the walktrough in order to get those new classes, I would like to try them all.
Oh, btw I'm 1974 too :-)
'74 is a good year :D Sounds like it's all working well for you, I don't know how that happened (lol). No dialogue at all from Armin is bizarre - aha, just checked, found a script on the failsafe line (which should show up if none of the others do) that checks to see if Dante isn't with you. So there's some weird conflict happening there, I suspect Dante might be just outside of talking range, or some bug has cropped up. So make sure he's close to Armin, or remove him from the party just outside the cabin. I've removed that little tag (it's from the early days of modding, obviously doesn't need to be there) so in teh next update, this won't happen again :)
I had another saved game with a druid; I brought the two henchmen together, I changed Nelise's armor with a half-plate and her mace with the heavy version; nonetheless I was always there ready to heal her before the bandits could squash her down; same thing with the poachers. Fortunately no errors occured when I approached Armin Wise but found another issue in Culdeny:
SPOILERS
I spoke with the Mayor in order to get vouched by him before trying to meet "RB". Got at the door upstairs on the sailing company but even if I got the key from the mayor the door would simply jam. Did I hit the wrong door?
No that's the right door. Weird that the key you got wouldn't open it, I've checked the mod and it seems to be working okay (I'm a little baffled actually). If all else fails, you can always bash your way in :D
OK, I'm bashing that door next time, thank you!
That's another feature that really amazed me: I didn't have to walk back through areas I already explored (i.e. the caves in the Calespur Ranges) since you provided another route to get out of there, that spared me a tedious running (if I was "lucky" to bring no heavy loot along) back on my steps and, guy, I loved the monsters you brought in that cave (won't mention them, don't wanna give any spoilers).
I am not sure if this is a bug or not., but female-companion at the start of the game (Bastila face, i am bad with names) doesnt join to a character with 8 INT, despite her approval during the dialog.
Yep, that line of dialog is referencing an ancient "henchman join" script that doesn't even exist in the mod anymore! I had initially wanted to add a whole 'low intelligence' line of dialogue for all conversations but never fully implemented it. That opening chat with Nellise is the only low int dialogue in the entire series so I'm just going to remove it.
By the way, I am using Customize Character Override Hack for cosmetic purposes and this thing conflicting with (x0_skill_ctrap.dlg) in your modules. Is it possible to make them compatible in the future versions? And what could happen if i manually delete your (x0_skill_ctrap.dlg) from the module?
I really like the CCOH and how smoothly it lets you customise. It *does* kinda work with Aielund if I put it into the module itself, but it doesn't have full access to all CEP robes, armour etc. It's quite complex so I haven't been able to figure out how to integate the two (I like applying some of the CEP robe options to my character, which doesn't work with native CCOH at the moment). I'm sure it's possible, just tricky to implement.
If you take out the CEP skill_trap convo, it'll revert to default (ew!) but it will allow the override to work. You just won't have access to any most of teh CEP armour models etc for crafting purposes.
Just a quick note, in the last update I accidentally left a requirement for the "kotor heads" hak, which was just an experiment. I just put a fixed version online now.
That's the sort of thing I'd love to do, except the series is still in separate pieces here on the vault. If I ever do an EE specific version, it'll be an all-in-one pack like that :) Just be advised I haven't finished tweaking it yet, there's some new henchman control scripts (Balkoth's Minion Control) that'll be coming along in the near future.
Just wanted to warn anyone that the Real Skies hak I've included with the series is a bit too much for nwn diamoned edition to handle, so if you're trying it out and are encountering all sorts of weird issues, that's probably why. I'll be downgrading the series to use Artful Skies instead, and I'll get the fixed versions online in the next day or two once Balkoth finishes upgrading his Minion Control Mod. Sorry for the inconvenience! I guess I finally found the upper limit of what diamond can handle :)
Edit: Opted for a cut-down version of Real Skies, suitable for older versions of nwn :)
Thanks for the cut-down version of real skies. Like the changes even thom i have to do more merchanting to have 200k gold to go into part II with
Absolutely glorious campaign, one of the very best made for NwN. I do have one minor gripe with this particular module though: The item strip.
I already made a thread on the forums regarding what I'm about to ask, but I figured it couldn't hurt to ask here too.
How would I go about deleting/disabling the item strip at the start of the module? I did it once before, but I cannot for the life of me remember how.
There's a script called "set_rest1_" which does that.
It looks great!
Really nice to see you come back to tweak things all these years later.
I really wished you hadn't added zwekules stuff as required haks though, as I already use them as patch haks (some modules really benefit from the facelift) and so I need to remember to edit my ini file everytime I want to play a bit of Aielund (I usually have more than one module being played through at once).
Playing through this great series again, albeit with a few modifications, i turned off the sleep delay completely so i can rest whenever i want, i just ended up going afk for 6 minutes whenever i needed rest and it just took much longer to complete the module, perhaps it is cheating but thats how i prefer to play(atleast at low levels as a sorcerer/wiz, later on with plethora of spells its not too bad)
One curiosity i discovered that you can miss culdeny completely, after clearing the bandits i went straight to poachers, then to the monas cave and proceeded to the barbarians, i forgot about culdeny completely since there is no need to go there in the main quests, the merchants there greeted me like i had seen them before despite never visiting the town!
In any case, thanks for the updates to this great module series.
Hello! Loving this module series at the moment. It honestly deserves top spot over all the other modules I've tried so far.
I found some broken stuff though. If Morik gets killed before you can talk to him the first time, and then you use Raise Dead on him, he'd break. He'd join you but won't talk about anything, won't give you a quest/quest update and he won't even leave your party. Even after Erag is killed he'd stay, still broken, so I just left him dead after the Erag battle. He'd probably follow me all the way to the Redoubtable if I left with him alive.
Edit: I'd like to completely change my assessment. I've beaten this module and I've almost finished with part II, so I'll just combine both here, because I assume if you're reading the first module, you care about how the series turns out.
1) The shop stocks in both part I and II are pretty well done, I generally found myself buying out every shop of its magical items, aside from wands, which I will get into. Most were a little weak, though. The 90000 gp cloak item in act II definitely will not save you in the boss fight, but maybe in the area just before. This module, you'd get things like 12 SR items at level 7... meaning it was almost always ignored by a CL 7 enemy caster. II is a lot better about this, for instance, you tend to get high resist items just before sections that need it, in general. There's typically only one, so good luck if you have a whole party. I appreciate how scarce potions of Heal are.
2) It's pretty clear the author never played through these modules with a full caster. I read the walkthrough, he usually combined with rogue. Near the end of this module, and pretty much throughout the entire second half of the second module, my party got wiped nearly every other encounter. The ace-in-the-hole magic items for wizards are almost always charges of big aoe spells. That's great if you're not playing on PnP rules, which the author said he beat the saga using, but charges of lightning bolt don't really help when friendly fire is on.
3) The encounters felt very disadvantageous no matter what. The first module was mostly you getting ganged by 2 or 3 enemy units with the difficulty descriptor "Overpowering" in a small room. The second module, guy is pulling out all the stops already. I've played through that awful part 3 of Sands of Fate so I figured having fought ethereal jelly mummy priests would desensitize me to bad encounters. There are some serious headscratchers in both of these modules. This one has the obvious barbarian section boss fight, but what about the fight with literally 10+ gargoyles at CL 6 that you'd only know about if you happened to enter from a different direction? Then you've got module II. If I didn't send my entire party forward every time and carefully lay area hazards down, someone would phase by/run by/shoot me from across the battlefield and I'd be dropped from 70 to 0 pretty quickly. The author likes to do "sneak tactics;" this amounts to spawning enemies in right next to you and calling them "spies" (even if you have see invisibility) or spawning two groups of fear aura'd phasing strength-draining cruncheons on both sides of you, in a hallway. That's what you have to look forward to if you play to the second module. That's where I lay, because no matter what tactics I use with a 70 hitpoint 26 AC wizard, my entire party will be shredded by those two enemy units (final boss fight of part II), not to give too much away, but good luck trying to entagle them or disrupt their casting. Walkthrough says the author had no trouble beating it as a dwarven monk. I guess I was supposed to play dwarven monk? If the tactic as wizard is "cast a save or die, hope they fail it, and reload if it didn't or you got sneak attack critted under a grasping hand because it's a room the size of a breadbox" then what's the point? It's almost like if you have to hope for a perfect solution every time, it should just be a book, not a module. Ah, right. In any case, most of the time you'll end up surrounded by "Challenging" enemies at the least, like you're somehow underleveled even if you've done every sidequest. If you're playing through I and it's starting to get rough, it will not get any better.
4) Story's not bad. The YAF omnipotent author mouthpiece characters are acceptable. Plot has a good deal of intertwining, and some good RP chances for your character to discover the subplots.
In short, not great.
9/10 IGN
Tony K breaks many fan-made modules. It's not designed to be compatible. More generally, players use script overrides at their own risk.
It's not really fair to give this module a low score simply because it doesn't work with a poorly conceived plugin that the module author has no control over.
Wait is that AI mod not like required? I read a bunch of garbage about how great it is and how essential it was to install it to make combat closer to PnP (spellcasters actually lead with good spells, etc).
Yeah, there's a lot of fake news out there...
The main forum on this site, where many of the savvy builders hand out, is a good place to validate claims like that.
My apologies! I also noted your recent comment in TonyK's AI mod comments. It's probably just that I didn't play this when it was released (did not understand what all the fuss was about with DnD based games) and didn't see how the old vaults looked and the old comments. I found very few results in forums when searching for Tony K. It served me well in the original modules, but I'll make sure not to install the AI hak anymore unless I see a comment extolling its virtues specifically on that module. Thank you! I replayed some of this module without the AI mod, and had some other concerns, but this allays a lot of weird scripting issues (e.g. why is my entire group always teleporting to my position?).
The front page of the old ign vault for this module can be viewed here. As a bonus the link on that page to the author's web page still works!
TR
3) re: sneak attacks. The last time I played this it had the EMS mods to spells so Stoneskin makes you immune to sneak attacks which was pretty sweet. The in-game description still had the old Bioware texts tho. Edit: Looks like it is still using EMS.
Oh my god I have to read the EMS spell change log, that sounds great. Maybe I'm getting destroyed because I'm misunderstanding the tools I have. I feel like this series is a lot tougher than others, but maybe that's why.
E: The "grapple check" math is now correct and scales with the caster, and is also a true grapple.
THAT'S WHY I HAD SO MUCH TROUBLE WITH THE BOSSES. I must have missed all this in the readme. Stoneskin does confer immunity to sneak/crits. Power words have an increased hp limit. Looks like I was doing this backwards. The author must have an appreciation for full casters after all considering all of this work. Will relearn magic.
Rating applies to this module and this module alone. It seems that this series gets better as I go along and I trust it will.
This module would've been fair but there were some grievous things I took issue with.
(spoiler warning)
1. I hated the resting system. This made playing the game more of a chore than any type of fun. I understand realism and to prop it up as actually sleeping and napping but it did not offer that level of realness in the very slightest and just proved to be an unecessary burden. I could be low on hitpoints, just ressurrected a companion with a "raise dead" scroll and everyone being poisoned with me being out of spells and abilities and the game has the nerve to tell me that "I'm not really all that tired, maybe later." It was infuriating. We're not playing the damn sims. Resting and resting often is crucial to succeeding in NWN. In general I don't think modders should tamper with the resting system, but thats just me.
2. Stores can't identify. So I would either have to horde lore potions, or cheat to identify and item, or just accept it will be a useless piece of garbage indefinitely. And there is some very hefty treasure to be gathered. Of course I can just drop it, but thats dropping potentially thousands of gold pieces.
3. For a little over half the module the difficulty was just perfect. Not too difficult or easy. Towards the end, it went way off the hard end. I questioned if there was a large part of the main quest I missed because It felt like the module assumed that I gained 2-3 levels out of nowhere. I do like when a module is just the right amount of challenging but it has to be consistent.
4. Some good things? This module was innovative in some areas. I loved the "good" dungeon that's not crawling with the typical hordes of undead(tm) to mindlessly batter ram through and featured some actually really intelligent obstacles in addition to just fighting. I also loved how instead of the cringey "rescue the princess" trope she actually joined you and fought with you. That was glimmer of brilliance.
5. But altogether the good did not redeem the bad. The overall story itself felt more like a political drama than anything remotely resembling fantasy. All taking place in a Dark Aged European setting (huge surprise)
I'll still keep playing and I want it to get better. But this was just not a good start at all.
6/10
I really liked the modules, but was perhaps a bit disapointed (especially in act I), due to all the praise. I have played other modules I liked better (Swordflight, Almraiven, The porphet series, A dance with rogues). I think it takes the series into act three before I really felt invested in the story. But it is definitely a very epic tale, and one of the longest series out there. I rate the series as a whole 8/10, but act 4 is more like 9/10, while act I is 7/10.
This module is pretty good. I'm playing it through as an elven wizard without any particular problems (on Normal mode, I'm sure this would be nearly impossible if AoEs affected allies). One big problem I'm having is that allies become idiots if I cast a fog spell on them. I think the AI is trying to run out of the fog... but it's harmless to them, and they just get stuck on a wall if they try, meaning that my own fog spells are effectively stunning my allies. It's crazy and makes no sense.
Favorite module! Love the ambience, and the world feels real, and fulfilling! (Did I spell that right?)
Terrific series, deserves all the kudos it gets from everyone. The only 2 things I wish were different are: #1 more restrictions on resting - currently it's 6 minutes between rests which is trivial and makes the game resource management less than challenging. #2 slower timescale, which also impacts #1. Really enjoyed the slower timescale of say, Swordflight, both from a game mechanics standpoint (hour/lvl buffs last long, as they should, rather than minutes) and from an aesthetic/feel perspective (the day speeds by way too fast with 2 min/hour).
EMS can be problematic but I like many other people I play with it disabled so it's more or less an optional element of the series.
One issue I'm having currently: various items' properties in Chapter 1 do not match the descriptions. For example, the female gender only items/garments can be equipped by males without issue (with some amusing results).
A less minor issue is that weapons like katanas which are tweaked in Aielund with custom base properties (1-8 base dmg, 18-20 crit range) function like default bioware versions. Interestingly enough the ingame description shows descriptions for both versions. I'm guessing this was an unintentional revert when the module(s) received the recent updates; can someone confirm this?
First, I'm not normally a player of other developers modules as I devote most of my NWN time playing with the toolset. I have played Swordflight I and started Swordflight II and love both of them (I'm in save game mode with SFII). I love rogueknight's work btw as voted on for the first project of his series.
I have downloaded alot of the highly touted projects from the community and I hope I live long enought to enjoy them all. ( I'm in good health, just an older fan!)
I've downloaded alot of the more recent projects in the last few years as well just to see what fans of this site are into creativity wise. Sadly, I haven't played any of them all the way through because I start hankering to get back to my own work on the toolset.
Anyway, I had the first Aielund Saga, NAaV, downloaded forever and I decided to roll up a quick character to see what this series was all about. I went with a female halfling rogue ( made her look like little Lyanna Mormont from GoT) and set off down the stairs toward the common room....
I wasted, according to 'Mrs. Decedion,' an entire weekend because of the time spent with head phones on traversing this beautiful project with only her startling the sh-t out of me with" What do you want for dinner?" and my response being, " I don't care..whatever...sandwiches are quick."
I have never been engrossed in playing a module since my first copy of the OC back in 2002. I started Savant's opener this past Friday and fell deeply into intrigue with the area of Bracksford. But having the responsibility of picking up family members from their respective jobs, I remained intuitive of the time of day and eventually saved my game eager to jump back into this story the following day.
With all family members schedule negotiated, I was to have this Saturday to my self.... I reloaded my saved game in Bracksford. There I sat, sedentary yet determined to play in this world. The shadows shifted from my bedroom window hour to hour. A pot of coffee to see me thru til I actually glanced outside to find it was late afternoon. Holy f--k! Where did this day go?
4:00 pm.. Already? Without the responsibility of chaufering family about, I poured myself a Stoli and soda, lemon twist. and decided to run my character thru the areas I had conquered just for the pleasure of viewing these beautiful tilesets and skyboxes, going thru all dialog choices with 'henchers' and all NPCs just in case I missed something.
It's now Sunday dinner time as I write these thoughts. No, still haven't finished the mod as important sporting events on TV demanded my attention. But I'm 75% of the way thru' and this project lives up to all the accolades it's been given.
Excellent use of HAKs and Tile sets.
Area designs are perfect in scale and size. Just beautiful to run a character thru. Perfection in sound as well.
Dialog is simpilstically written, smooth, gets the player's attention and then moves the story along. The story flows because of the way it's told thru' all NPC's conversations.
Included is a nice yet subtle backstory for both companions,
I haven't finished this story yet and even if my halfling dies a thousand deaths. I would still vote this project a solid 10.
Wondeful job Savant. A bard in your own right!
I ran into a mior bug at start up that is probably due to using the May 2019 compiled version of the Early Winter Tile set.
NWN1 Log says:
Couldn't load the Hak Pak File "mountainsnow.hak"
Could not load the Module.
Missing required HAK file.
The lateest version of Early Winter is named, "mountainsnow3.hak."
Quick fix: rename the hak file in your NWN1/hack folder to mountainsnow.hak.
Thanks Savant. I'll be back to review when we've played it (2 human players).
Cheers,
Dustin
Not sure this is the right place to ask but does anyone have the names for the custom music soundtracks used in this module? I like them very much and I want to listen to them outside the game too :D
Btw great module series, I've played through all of your modules except act IV part three which I'm about to finish. Act IV has been especially great ^^
I'm having a weird problem, and I've just returned to NWN after 10 years so maybe the solution's obvious but I've forgotten. My cleric henchman just got killed and I can't find a way to raise her. I used a healing kit on her and it said success but she stayed dead. Then I went to the church in Culdeny to see if the priestess would offer to raise her, she didn't though.
There was a scroll of raise dead for sale but it's highlighted red so I can't use it. Is that because I'm not a cleric, or could it be because I'm a fighter wizard and I chose the school that prohibits conjuration?
Did I miss out on getting a rod of resurrection type item at the start? I won't survive the series if it has permadeath for henchmen. I've been googling this and no one's mentioned it.
Yeah; there is no Rod of Resurrection in this module, though maybe you would encounter one in Act 3. I have found that restoring your companions takes place mainly via Resurrection or Raise Dead scrolls, but by prohibiting Conjuration, you have prevented yourself from casting those spells, unfortunately.
And yes, your companions die until you raise them.
Hello,
Thanks for this module, very challenging without being too difficult.
I've maybe found a little bug: if you enter the cave of the "An unwanted guest" quest, then you exit the cave and speak with the elf at the entrance, she asks you if you have dealt with the problem and you can only answer "Yes" and so you get 1000 XP without actually doing nothing.
Bye!
I haven't quite reached the end of this campaign. I'm currently in act three but I feel compelled to come back and sing the praises of this module. It's the second community campaign that I've ever tried and I can see why it's highly recommended. It's also the reason I decided to register at this site.
The craft shown in realizing the world really shows. There is no reading assignment to understand it nor obligatory exposition dump to suffer. You can glean most of your surroundings through playing it. However if you so wish, there are in game lore books to read at your leisure.
Dialogue, as everyone has stated numerous times, is well done. There's only, very rarely, the odd spelling error or omitted word(s) and they are quickly forgotten. I'm certain in typing this out, that I myself am equally guilty. I've played overly verbose dialogue trees before and it quickly gets tedious. Worse it becomes a singular experience as I'm less inclined to replay the content. This module, probably with a lot of work, walks the line perfectly with well delivered dialogue that doesn't outstay its welcome.
Wonderful use of lighting. Caves in particular are ominously dark. And the author includes many ambushes. This time be sure to bring a torch. The only thing that stifles that sense of foreboding is how quickly you'll acquire magical sources of light in the form of equipment.
The mechanics are better implemented into the storytelling and progression than the vanilla campaign for certain. You can sway your alignment via dialogue choices. I recall that certain actions can net you alignment changes as well. Also if someone says a region will be particularly cold, buy something warm for everyone *and don't immediately sell those items back when you think you're done with them*. As for companions, you can alter their equipment and they level up with you.
Thank you Savant for the experience and I highly recommend this module. A lot of love and effort went into it and that shows.
I've made a huge mistake by not playing this series even though I've been having it recommended to me by A LOT of people. This is absolutely a top rated module.
This is a great start to the series. The story doesn't actually make an impact yet since it's just starting to build up of course. BUT the module is fairly balanced for a Level 1 character and all classes are indeed playable. Although for me, I'm leaning towards a Rogue type because of the diplomatic choices (Bluff/Persuade/Intimidate) and will be multi-classing later towards something specific.(ex. Versatile Kensai - Rogue/Wizard/Weapon Master, Rogue/Ranger/Weapon Master, etc.) The scripting is flawless (except for a few minor bugs like not being able to report a certain quest to a quest giver even though that quest giver told the PC to update them after finishing the quest), and I can't even wait to see the improvements on the sequels.
I'm Rating Part 1 a 9/10 and will be also be rating each module individually and the series as a whole after I finish with my playthrough later on. I would highly recommend this series since I'm already starting to like it and it's I've only played Part 1 atm. And also, don't be like me and play this series ASAP. Forget about the Original Campaigns, this is superior to the OC even HotU.
What a wonderful adventure ... the music, the script, the characters, the atmosphere, the dialogues ... all were amazing. It is worth starting with a low-level character and seeing it go up gradually. This was especially my favorite part of this adventure. My ratings concern the whole series. Thanks to the author for this wonderful trip ... You should all try it!
Module Testing Tournement 2020
I'm so sorry I've taken so long to review this game because it is excellent. I can't believe it's community content. It's well-written---it really is a saga with engaging characters, intelligently-placed and paced battles, and other clever situations you have to get yourself out ot. In a world of virtual tabletop gaming where I have yet to pass level 10 with a character (or just get there when the group breaks up), it was wonderful to have a game that takes you all the way up to 35-40 with commensurately tough monsters (eventually, you'll consistently think you've defeated them and suddenly they cast Heal). I played as a girl and did go with my romance option, which was a lot of fun since your option starts out as an antagonist. I just can't say enough about this game---long, immersive, multi-faceted, and IT'S FINISHED. (I've played a few games though the vault that were great until you realized at the end of Part 2 that Part 3 had never been written). If you've played and enjoyed the longer story-oriented campaigns like Harper's Tale, this is for you!
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