Title | In Search of Adventure |
Author | thegeorge |
Submitted / Updated | 03-14-2003 / 04-01-2011 |
Category | Classic PnP Conversion |
Expansions | Requires All Expansions (SoU & HotU & CEP) |
Setting | Grand Duchy of Karameikos, Mystara |
Gameplay Length | 11-25 hours |
Language | English |
Level Range | 2 to 4 for solo |
Tricks & Traps | Medium |
Roleplay | Light |
Hack & Slash | Heavy |
Scope | Epic |
DMNeeded | Occasional DM Needed |
Single or Multiplayer | Single Player or Multiplayer |
Max Character Level | 03 |
Max # Players | 05 |
Min # Players | 01 |
Min Character Level | 01 |
Content Rating | Everyone |
Alignments | any non-evil |
Gameplay Hours | 11 |
Description | |
(v5.2 - CEP2.2+HotU+SoU+NWN1.69+CTP+CMP optional) The city of Threshold - a gateway to mysterious castles, lost temples, deadly caves and caverns. This is my conversion of TSR's 'In Search of Adventure', which combines the B-series of modules into a large nonlinear one. Solo levels 2 to 5, or multiplayer levels 1 to 3. Included: B9 Castle Caldwell and Beyond, B8 Journey to the Rock, B2 The Keep on the Borderlands, B3 Palace of the Silver Princess, B5 Horror on the Hill, B7 Rahasia, B4 The Lost City, and B6 The Veiled Society. Bonus: B1 In Search of the Unknown, B11 King's Festival, B12 Queen's Harvest and The Abduction of Princess Sylvia. (If you come from more of a CRPG background than a pnp one, it's more likely that you'll need a DM.) |
Attachment | Size |
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Installed this but it wouldn't run due to a missing hakpak:- ctp_bio_fix.hak (it's not at the Community Tileset Pack link and googling it leads to dead ends). :(
Any ideas (please)?
uploaded the hak and since it's small I will leave it on this very page.
I don't see the hak: ctp_bio_fix.hak and I need it too.
Looks like the files were deleted several times in subsequent edits. My apologies. It should work now. (file uploaded again)
Has many classics.
Princess Sylvia doesn't respond after you defeat the mage and his owlbear.
I hope George fixes this.
I did not know when I loaded this module I would enter into an alternate one called "In Search of an UnBugged Adventure". I experience horrible bugs, being fused to a horse and unable to get off, sticking to walls and furniture, becoming invincible only to meet a doppleganger and realize I can not get rid of it and we can not hit each other because, I had somehow become invincible and nothing could hit me, including myself. I know not everyone will experience this level of horror, but I can't really recommend this module. The module designer is very knowledgeable with the toolset, and I do not think he did anything to cause the plague of bugs I was unfortunately tormented by playing this. I then took the character I used in this module to go on to even greater proportions of insane bugged play: Module A1 and A2 by JarAre. Now that was a truly horrific experience of bugged game play, and a module you could not complete, and in general, I lost two hours of my life I can never get back.
Not the best of thegoeorge.
- bland
- "beserker"(caldwell castle)
- 103% evicted - how is this even possible
- respawning animals
- doppelganger had all my items(does it work like this?) and still was worth a mere 4 XPS
- too difficult and not enough loot for my 5th level warrior to survive
Maybe one day I will replay it.
Replayed from the start after changes made by thegeorge (version52) and raised my vote accordingly. Still in few places the senseless respawning encounters and orc-goblin fest is strong. This time used rogue/assassin.
- Doppelgangers are still difficult and give almost no XP. They still copy PC items.
- Evicted % is fixed
New QA:
- in castle caldwell dungeon rogue bandit respawns
- giant centipede portrait is wrong
- barbarians have half-plates in castle caldwell caves :o
- if you use Sword of Arik or Music Notes after ruby is already destroyed it will say as if you destroyed it again
- dismounting with bridle kills the horse
- floating placeables in Enemy outpost and other palces
- some items/useable placeables are unreachable
- To Luln signpost placeable on Westron Road is inside forest
- size of several areas is too large and they are spreaded thin
- B1 is unfinished, especially caves of quasqeton
- couldn't find a way into iron ring hideout
- at some point in the endgame commoners turned hostile (might be due to surrender script for ogres in forest cave)
- typos:
"the work"->"they work" - Innkeeper
"prosposed" - Diary of Princess Argenta
"Weatlh" - Jenhar Temlin
It is a beginner module, and for people who don't play D&D or understand what feats are and such. I still don't know what most feats and things are, it didn't matter in this module.
I hope other people will be able to play it without being stuck to walls. My only advice is that you create a new character when you play it, and do not ride the horses. Also, do not export the character and play anything else with it.
To be fair, the original modules they are based on were published in the 80s. They were not very good to begin with. They used the basic set rules, which came in boxes. If you had played these modules, you most likely played with a group of beginners, and an inexperienced DM. So, if you are under 30 years old, you will probably scratch your head wondering why this module sucks so much. Well, remember, at the time people played these modules, the internet was still a top-secret of the nuclear research, and it was the cold war. For people who just want to revisit these funny games, it was very well, even with the plague of bugs, it was quite appropriate, reminding them of a time when an IBM PC was actually called an IBM PC, had 256k of memory and a screen with 4 colors and cost $4000. Younger people could play it to laugh at how terrible the days were in the ancient times, to have to endure this, but it is fitting, to remind them they are all doomed by Nintendo.
Getting stuck in walls is a NWN engine bug that can be rectified with debugmode. However, version 5.2 attempts to address this.
Love old school conversions. Will give it a try.
Cool,a new comment! I hope you enjoy them!
OK, so I made it thru all the Main Module Quests, except for the final B6. Working on the bonus mod B9 The Abduction of Princess Sylvia...I have been thru the main floor in its entirety, and found a lever, but cant seem to move on to finish...Any help would be appreciated !!
thanks !!
I can't remember. It's been years since I played through this so perhaps it's time to play again! Maybe someone on here knows or has that module?
thanks for replying. I am enjoying the mod.
Ok, I just played that part.
*spoilers*
Did you rescue the princess? The key to alot of the modules is secret doors. Notice the space to the north. After freeing her you can exit thru the door to the south. Then head back to Threshold and talk to the prince at the town hall for your reward.
So, basically I eneted the dungeon and cleared ( I think at least, all the mobs, except for the human wizard, cant find him), and explored the main level/floor entirely. I found a lever, pushed it (nothing happens that I can tell)...now the only time I saw the princess was an illusion of her in main hallway. Sorry, I realize I wasnt very specific on my issue to begin with. Thanks again for your time !!
*spoilers*
Go to the northeastern-most room at the corner. Then search the western wall in that room for a secret door. Through that door is the princess and the wizard.
***UPDATE*** that got it sorted...thanks again...just a few modules left to go, until I am done.
ok, will try that...thanks !!
Cool! I forgot how much fun this one is.
it is...and def worth a replay, with a differenct character/class. There is a lot to see and do.
Awesome Epic adventure !! Loved revisiting the " B series" in this conversion. Especially liked Caldwells castle and of course B3, one of my favorites all time from way back. Cool music too !!
thanks !!!!!!!!!!!
Good but not great multi-adaptation, I couldn't bring myself to finish it after about 7-8 hours total. The journal updates were sparse and sometimes triggered by area transitions, not achivements (I remember accidentally instructing my character to go through an area transition while I was in a castle, and upon spawning in the castles yard, I got credited for finishing a questline I practically just started. I played that part early summer, I'm not sure which B story it was) so I went with the good ol'writing everything down as I would while playing D&D (I don't mind that part at all, I agree with thegeorge that half the fun is finding the adventure).
The areas were relatively bland, and really small, there was no path to explore, just *Objective* ''go to the cave'' -> one transition -> you are outside the cave. For how much work was put into making this mod, the scripts and maps, that very direct approach to everything kinda ruined it for me. I can get behind the idea of not wasting time with huge empty maps, but this felt like the other side of the spectrum.
There were some slight balance issues here and there, overwhelming enemies and poor loot, or weak enemies and above level gear drops, but worked out in the end due to the 'sandbox' style overlay.
I hope I was not unfair about it but I honestly didn't like it. It was a good module, but I can't get behind lots of design choices, I got no 'feeling' from it unfortunately. REF3 for instance made me feel much more involved
Thank you for your feedback. As a classic pnp conversion some things have to be a certain way. Also it's multi-player friendly.
I loved the module!
some of the adventure where bad originally and they are not better by the translation but that is 80's D&D.
Some of them felt as great as playing the originals pnp, I particularly liked the Palace of the Silver Princess, Journey to the Rock and Rahasia, even if I had to read the walkthrough and the original adventure at some moment to find some of the solutions, ("pour watter", really? wouldn't it be better to have some special item or action available at the bridge? not a big deal though).
All in all I'm enjoging the module a lot.
But, I get stuck while trying to play the Veiled Society, after going down to the caverns/cellar in the old woman house everything is fine until I try to get back, the character get stuck in the trap door and it can't move in any direction nor return to the caverns... is there a way to fix that or can I use some cheat or GM power to move the character and keep playing? I have no idea how to GM in NWN or do anything like that.
Really want to finish that and play the bonus adventures.
Glad you're enjoying it! Sounds like you'll need to use debug mode to get unstuck: (press the key under the tilde)
`DebugMode 1
then move the mouse to where you want your pc, then press plus '+', then end debug mode:
`DebugMode 0
will try that, thanks!
great it worked!
thanks again, now to search for the assassins and other wonders of Karameikos :D
Excellent!
Thanks! Start at 2nd level for solo.
I am looking for the two required HAK files "ctp_bio_fix" and "ctpr_dungeon" mentioned in the readme as requirements to make this module work. I am assuming these are both ".hak" files. Can anyone point me in the right direction to find these files? I checked the Community Tileset Project (CTP) link and did not find anything that matched exactly.
As I recall, I decided to simply require the CTP.
I downloaded all the CTP files, unzipped them, and put all the .HAK files in the Hak folder. It worked perfectly! Thanks!
FWIW, "ctp_bio_fix" became obsolete during the time that Bioware maintained NwN and was not required by any of the ctp projects after a certain NwN patch. It was only kept on the ctp original page for backwards compatibility for modules built using it. As a side note, that means that if you are on EE and you come across "ctp_bio_fix" do not use it. It is no longer required and hasn't been required for well over a decade.
TR
Good info all around!
I guess I never played or reviewed this module from thegeorge but I intend to do so here. I have come to respect and really enjoy the tight and cohesive as well as imaginative work from this author and I have to say that this one is a bit off that level. It seems to be vague as far as quest assignment and even finding some of the quests like the Silver Princess and Ruins were beyond me. I did complete about 6 of the adventures, even with the hints doc, and some were well done while others were just a lucky stab (the Rock). All in all I think that it was too difficult to find one's way and finish the long list of quests. There was no central quest giver and this made it tough to move ahead, I feel. Still, better than most efforts like this!
I did notice the statue of St George and the Dragon that was outside the Manor, I believe. Is that where your name came from or was it possibly the 1975 novel The Dragon and the George by Gordon R Dickson? I'm dyin' to know...
Nope! Just tried to follow the source material.
Happy 20th birthday to this module!