Hrothgar's Resting Place
(He wanted a scabbard but got the shaft)
Barkeep: Hail wanderer! My, but you look somewhat frazzled. I bet you have a tale to tell.
PC: Well it all started when I entered the village of Kelvin and accepted a seemingly simple task. How was I to know that the information that I uncovered then, would lead to what followed. After all, the dragon had been dead for 25 years, hadn't it? You see what I found was...
The original heart of this module was a conversion of a PnP module from Volume 5 Number 1 (Issue 25) of Dungeon Magazine (Sept/Oct 1990). Originally written by Stephen J. Smith for the original D&D expert set. Following on from the comments of someone who tested the module for me, I have extended the module past its original end point so that it is now twice its original length.
Please Note - This module is designed to be a fun diversion for a couple of hours. It is designed to be played on the default settings for NwN. If you decide to play this on the hard-core rules setting, kindly do not complain that the encounters are too challenging.
I have used elements of the Community Tileset Project and the Community Skybox Project in the construction of this module, so you will need to have both installed on your machine in order to play this module. The actual elements used are: -
ctp_common
ctp_genericdoors
ctp_loadscreens
ctp_brick_int
ctp_cave_ruins
ctp_dungeon_lok
csp_v2_1
Installation - Copy the .mod file to your nwn modules directory.
The original setting for this adventure was the area around the city of Kelvin in the Grand Duchy of Karameikos. I have downsized Kelvin to a village thus enabling it to be set anywhere you wish.
In the PnP version it is recommended for a well-balanced party of 4 with levels varying from 4 to 7. I recommend a level 5 fighter type, otherwise level 6 for other classes. However as there is an automatic levelling system at the start of the module, you can start with a character of less than the suggested level as they will be given sufficient XP to place them midway between that level and the next. Also your character is checked to see that they have sufficient gold and if they do not, their gold level is adjusted. I would also suggest that this module is best suited to good or jaded neutral characters. Also, while there is no bar to them being used, it is also true that there is very little for the talents of rogues in this module.
Remember to save often. If your character has the misfortune to die and you have not saved recently, all may not be lost as I have put in auto-saves at points in the adventure that I consider important. Be warned, however as some of these are single shot.
It is early morning and you have just arrived at the outskirts of the village of Kelvin. You have been travelling all night and you are thirsty, footsore and weary. You decide to look in on the village. Your adventure starts here.
Author's Note:-
There are 2 places, in the first part of the module, where you may seem to get stuck. This is due to the fact that nwn will not let you engage in conversation immediately after combat. You will now hopefully know what is going on and wait until nwn lets you rest before trying again.
Special thanks to
Stephen J. Smith for the text in the diary and the original PnP module.
Olivier Leroux for whipping me into shape never mind the module aka testing above and beyond the call of duty.
Tybae for the initial testing.
lilac soul for the script generator (for reminding me how things work).
The_Krit for help in getting Seeker working.
John Bye for the in_g_cutscene system.
Sunjammer for Sunjammer's TileMagic System.
All contributers to the lexicon.
Anyone else who has helped me who I've forgotten.
Final Word
While I have started to build a number of modules, this is the first one that I've actually finished. I am mostly pleased with the way that it has turned out but would appreciate any constructive criticism (Let's all play spot the typo!). Also feel free to pillage anything you want from this module, just be sure to give credit where it's due.
TR
Package 1 Description -
Hrothgar's Resting Place package. Includes a walkthrough if you really get stuck. A minor update of the original. Clears a few typos and does a little polishing. Does not need map placeables.
Package 2 Description -
Hrothgar's Resting Place package. Includes a walkthrough if you really get stuck. Identical to v1.02 with the addition of an experimental (but fully working) area transition replacement. Needs the map placeables hakpak.
Quotes from the comments on the old ign vault page
Attachment | Size |
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![]() | 568.57 KB |
![]() | 336.8 KB |
Dark Avenger Chapter 1 |
90% |
The Gathering Storm |
84.4% |
The Crystalmist Campaign Chapter 2: The Lichway |
85% |
FRW Character Creator |
98.6% |
Trial and Terror |
83.3% |
UNDERMOUNTAIN- Maddgoth's Castle |
82.5% |
A Fairy Tale |
80% |
Winds of Change |
78% |
The Darkening Sky - Prologue |
87.5% |
Ravenloft: Dreamscape |
78.8% |
So. Many. Caves.
Thanks!
I just want to take this oppertunity to point out that until further notice the link to the review by QSW above no longer works.
***Edit***
Link now works via the Wayback Machine.
TR
SO is this a final version?
I visited all 6 caves north of the village; what do I do next?
Upon finding the seeker sword was fine. After that, the puzzles were too aggravating.
I started as a level 5 ranger with mundane chainmail, longsword +1 with 1d6 fire damage, small shield +1 and gauntlets of lesser ogre power, so I wouldn't be too OP. It took me about 2 hours to complete with a few interruptions. The XP rate was pretty low, so I only barely made it to level 7 at the end of the mod, after starting a couple hundred XP over level 5.
My female ranger felt a little awkward at the end. I think the mod was intended for a male character (which in this day and age, is a little off-putting). I felt over all it was a better than average quick mod, with few real frustrations (except for the challenging puzzles and eye-roll inducing walkthrough).
Here are some quick pros and cons:
Pros:
OOC area kept seperate from the rest of the mod.
Really great use of indoor tilesets, placeables and doors to create a nice ambience.
Clever scripting and very challenging puzzles.
Appropriate combat challenge for a solo/small party of level 5-6 melee characters.
Not over-powered loot/gold.
Cleverly named areas and a world map, which is so rare anymore.
Cons:
All women (except one that doesn't say anything and the "damsel in distress") & children are called someone's wife/child fx: "Seth's wife", "Yokel's son/daughter" or "Farmer's wife" . Don't they have names of their own?
The wizard at the end was certain that I was trying to "hook up" with his daughter, though try as hard as I could to explain to him, that I wasn't.
Couldn't find a reason to speak with Squire Locklain.
Mod feels incomplete: wasn't there supposed to be more to do with the magician's daughter?
Felt a little mundane in the cave areas.
Meant to ask - What was the problem with the walkthrough?
TR
I wanted to like this module more I have to start out by saying. I found the village to be a bit minimalistic, with limited stores that had virtually no money to buy anything, and had nothing of interest for the level suggested. The NPCs were not the best conversationalists also. I did like the south quest as it laid the table for the later North quest, and that made sense. I did not like the caves and the easy to miss items that were the backbone of this adventure. Going south to the Wizard's area was not directed by anyone, it was just something that I felt like doing to tie up loose ends.
The wizard dying in the gateway was a bit weird, not sure if that was supposed to happen! When I got into the Wizard's Tower I got up to Floor 3 by accident, and then just alternated between Floors 1 and 2, without any way forward. I tried putting various gems in the chests but nothing really changed that I could see. Maybe lights changed but the levers still stayed stuck! I am now stopped and I do not like seemingly arbitrary puzzles like this that just stop the game. I will resort to the many walk throughs for this module, but probably will not continue if there is not a clear solution presented.
I am not sure how to enact the "cheater" code word to access the two files in the folder. They both say they cannot be opened, but where do you enter "cheater"?
The area transition was just plain weird, being an open/blank map movie type thingy that then moved forward slowly until you just popped out of the area, nothing to do except enjoy the ride! Not sure of the purpose.
I respect Tarot Redhand so much as a moderator of this site and really appreciate his help in many ways over the past almost 4 years. I just hope that this work improves as I go along and I can finish it! Thanks for the effort, TR.
The zip file actually needs 7zip to open. Sorry if that is not the one you use. What is supposed to happen is that when you try to open the zip file, 7zip should ask for the password. If you can't get it to work pm me on the forums and I'll get the plain text walk throughs to you.
The idea at the time I made this (14 years ago now I think) was just to illustrate the distances travelled without making you actually walk that distance. There is also a random "wandering monster" system built into it too.
TR
It's short, linear and not overburden with details ... I would recommend, that every fan of a hard puzzle tries this.
I really love the area transition with the mini-map.
Leaves one question: who to hell is the "furry one"? have I overseen something?
I'll answer with a question. What did you rescue and kill in the webbed up area (hint I'm not talking spiders here)?
Thanks for your very kind words and vote.
TR