Somewhere in the heart of the steaming jungle lies the answer to the whispered tales and rumors.
'I1 - Dwellers of the Forbidden City' for NWN v.1.69
Based on TSR's 1981 Module by David Cook
Designed by:
Udasu & Rosie the Pup
Starting Level: 1
Number of Players: 1-4
Somewhere in the heart of the steaming jungle lies the answer to the whispered tales - rumors of a magnificent city and foul, horrid rituals! Here a brave party might find riches and wonders - or death! Is your party brave enough to face the terrors of the unknown and find the Forbidden City?
Parts of this module were used in 1980 for a major East Coast convention tournament.
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Feel Free to email me at
udasu@yahoo.com
Enjoy!
-U
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Dark Avenger Chapter 2 |
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From This Comes Strength |
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UNDERMOUNTAIN- Maddgoth's Castle |
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Winds of Change |
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Lanterna |
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Ravenloft: Dreamscape |
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Night Howls in Nestlehaven V1.17 |
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Sheep and Stone |
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The Cursed Land |
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Serene |
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You will need the latest cep to play as well.
The mod requires the folloing package as well.
http://neverwintervault.org/project/nwn1/hakpak/cep-v260-fixes
Thanks for that. I don't think it needs it anymore, with the latest cep fixes. I'll do an update for it soon.
I found this to have not as much story as some of the others... just roaming around the city. I presume this is an earlier effort.
Guess you didn't do the subplots..? Keep tanking my mods, and I'll ignore you completely. Stick your 'armor of the Savikster' where the sun don't shine!
He prolly didnt even play it at all.
The mod really looks great. Those frogs are very cute. One thing leaves me a bit puzzled: the "intoduction". Is it just those 3 or four chests or is there more?
Bulywugs are great, as is the tree town. Great content-making community here. Just the 4 chests, Gianner gets the necklace to end the quest.
Urgh, I hate to ask again, but as you can see, I've really been digging your modules. :)
I'm stuck. Have just returned back after rescuing prisoners in bordello. Was warned I could not go back. Was there something I missed?
I've completed 7 factions and am not sure where to go next. The dragon mentioned other pockets of yuan-ti in the city, but I can't find them. The only area I can see that I still haven't been able to access is the "Army Entry" in the NE part of the city, but the only option I get when trying to open the door is "Say nothing." Would it be possible to get a hint where to go next?
(Some really excellent world-building thus far. True to the old module and then building upon it further in an interesting way.)
The warning was just so you just don't keep going back and forth in time.
Here are the Yuan Ti locales (if you open the toolset, you'll see them):
- Forbidden City - Northeast - Temple of the Yuan-Ti
- Forbidden City - Northwest - Vault of the Yuan-Ti
- Forbidden City - Southwest - Ancient Sewer - Lost Temple of Ranet
To get into the army base, you'll need a note from the goblin guard at its front entrance.
Glad you like this old one. It was one of the original sandboxes, and I tried to re-create that atmosphere. Happy Holidays, New Year.
*SPOILERS*
I have the same issue, found 7 factions (mongrelmen, army, mage, yuan-ti, bullywugs, bugbears, sewer) but I still seem to be missing one and can't complete the module because of it, although as far as I know I have explored all the areas there are, no idea where to look for the last one. I'm also missing the last of the four chests (because I started this quest after having explored most of the module already; it's the one not in Mountain Pass, Mountain Pass/East or Mountain Pass/South). And even though I've found all three yua-ti locations, the Dwellers of the Forbidden City quest is still shown as active. Lastly, I overlooked a crystal key in the Forgotten Entrance area that I've found no use for, unless it was for a door or chest that could also be picked or bashed in and I already did that before. Not sure if that hints at me having overlooked anything else, but at this point combing all the known maps for a little detail I missed would be quite tedious and frustrating ... Does anyone have an idea what I could be missing?
1. Missing tasloi ritual dagger (Western valley, outside forgotten entrance)
2. The chest locations are:
1. Mountain Valley - Mountain Pass (Outside camp)
2. Mountain Valley - Mountain Pass - East (Outskirts of swamp, Main entrance)
3. Mountain Valley - Mountain Pass - Northwest Pass (Where you can climb down vines into city)
4. Mountain Valley - Mountain Pass - South (utside camp)
3. When you have all the faction items, want to finish, the final quest fires
4. The crystal key opens the gate to the Main Tunnel Entrance cave in the se area of town.
5. Remember, you can use your faction map to jump around the city to areas you've visited, to reduce back and forth.
*SPOILERS*
Thanks a lot! I see now what the problems were.
1. I had actually found the dagger already but unknowingly sold it to Gianner. I assume that is a bug or oversight, since all the other items cannot be sold? The ritual dagger is worth 1 GP instead of 0 GP in the shop.
2. This one is completely on me, I overlooked or forgot the map pin to the Northwest Pass, I had never been to that area before.
3. What final quest? I have all the items now and am able to end the module, without any other quest firing.
4. Hm, okay. I suppose my rogue picked that locked instead so that I did not need the key.
5. D'oh! You're right, I totally forgot about that. I assigned a quickslot to the map at the start, right next to the Emerald of Recall, but while I often made use of the latter, I never thought about the map anymore and did not use it a single time throughout the whole game. Silly me. Thankfully, there were Haste items in the game, which is almost as good as fast traveling. ;)
There are a few more loose ends:
(a) I found a Miniature Carved Chest the description of which says it needs something else in order to be opened - what is it?
(b) I never found out what's the deal with those magic mouths calling for help in the Master's court ...
(c) I found the Bullywug "God" Egg before visiting the swamps; when I went into the swamps the bullywugs were hostile and their "God" was, too, after it spawned as a dragon right when I entered his lair. I suppose there would have been some way to bargain with the bullywugs or at least their God, if I had done things in a different order? Did the egg have anything to do with that? Or what is it for? After I defeated the God, the journal entry and the conversation option in Gianner's dialogue both claimed the Pan Lung had polymorphed into a human and accompanied me, but that didn't happen in my playthrough. It just attacked me on sight and I killed it ... Did I hit it too hard? Was it supposed to trigger a surrender dialogue before dying?
(d) In general it sounds like bargaining with the factions or playing them against each other is an option, but in my playthrough they were all hostile to me and did not talk (except for the mongrelmen chief, and one time I was approached by a humanoid who suggested I help him become the chief of his tribe but I declined; are there many other ways to solve the faction quests that I missed for some reason, or is that just in the original P&P module and in yours you mostly just fight them?
(e) When I got to the mongrelmen part of the city, it was empty except for a raccoon and the chief, but the flavor text suggested it was full of people. Did you choose to have the player imagine the mongrelmen, just by reading the text, because you hadn't found any good models for them, or should there have been some and they did not spawn for me? I also later found the area called "Meeting with the Mongrelmen", after this faction quest was solved already, and it was empty as well ...
(f) I found Kwairno's Spell Book after I had already been to the past and back. The description lists some spells it contains, including Comprehend Languages. Would I have been able to communicate with the old inhabitants of the Forbidden City in the past, had I found the book earlier and taken it with me to the past? Or did it have any other use?
And some more observations I made:
- I thought the dialogue in the module was generally well written and polished, but the introduction by Holo the Guide I perceived as confusing, because Holo and the PC were almost talking past each other, both feeding the player with various pieces of information in a way that felt unnatural and artificial to me, pure exposition for the audience, without regard for how characters would actually talk to each other in this situation ...
- I opted for the introduction, but I actually found the introduction quest very late into the game only, because it is so well hidden in Gianner's dialogue. Holo the Guide says to talk to Gianner about the introduction quest, so I talked to Gianner and he explained some things to me, but did not mention the quest. When he gave me the option to ask more questions, the dialogue only repeated stuff he had already told me before, so I thought that was all I'd ever get out of him. But when I wanted to sell things to him later in the game, I accidentally clicked on "I have some questions" again, and lo and behold, this time there was an option about the introductory quest. So it actually shows up only if you talk to him again, not in the first conversation where I would have expected it. And even then, it's hidden behind "I have some questions" which I thought I had already exhausted before.
- The bosses you fight often surrender before they die, they become neutral and initiate a conversation with the PC, right in the middle of battle, while all other opponents stay hostile, which has a huge potential of interrupting the conversation and possibly even makes the boss start fighting against his former allies, and sometimes I even had the impression my henchmen were continuing to try and kill the boss regardless (not sure about this, I might be wrong, the situations were so chaotic). I got through these conversations with the pause button, and one time when it was interrupted, I just finished the battle with the other opponents, keeping my henchmen away from the boss, then talked to the neutral boss again after the battle, and it worked. So it's nothing game-breaking, but it feels a bit clunky and stressful. Admittedly, I have no clue how hard it would be to make all other enemies stop fighting as well when a boss surrenders. A compromise could have been to just let the boss turn neutral and scream a one-liner, like "Stop! I surrender!" or so and then wait for the PC to finish the battle and initiate the conversation with the boss of their own accord, when the party is not excited and engaged in combat anymore. That way the conversation would not run he risk of being aborted by outer influences. Also, one time a boss asked if I would let him live for information or treasure, and I said that depends on how good it is, but when he offered it to me, there was no option anymore to say "Not good enough" and kill him anyway (which I would have expected because "that depends" suggested a choice; not because my PC is a merciless killer, ofc. ;)).
- I had some difficulties getting through the part in the entrance to the city where you have to cross a bridge and tasloi are throwing boulders at you from above, if only because I wanted to do it without any of the henchmen dying (which in hindsight is a bit silly, since it's so easy to get them back). In any case, even when my PC went alone and the henchmen did not set a foot on the bridge, the rocks would still affect all of the party and kill the weaker ones regardless, which felt weird, but I guess that's just how it is scripted and it's hard to do any other way?
- I talked to some of the henchmen around the campfires, declined taking them with me, and when I later came back to them and wanted to check their class again, the dialogue option explaining about their class was gone, so I thought I had no way of knowing what class they are without inviting them first. Fortunately, I found out that you also put their class in their description - great! But for a moment I wondered why you removed that dialogue option, since it seemed inconvenient.
Anyway, sorry for this wall of text, I hope I'm not stealing your time or bothering you with this. All in all I had a lot of fun with this module and will write a positive review soon! :)
1. dagger will be set to plot, thx
2. Just hand over the items for the final quest to be finished.
3. Up in the lair of Horan, the small chest can be used with a book, another chest. Magic mouths are just there to warn Horan...
4. Nothing special about Bullywugs, Horan just held the egg to control the Bullywugs
5. I re-did the script to make sure that the pan lung talks to you outside. Then he turns into the dragon when you head in there.
6. At the time, I just made all the factions hostile. I didn’t want to add too much complexity.
7. Not sure why the Mongrelmen didn’t show up. I’ll re-upload the hak. Anything in your override?
8. Kwairno's Spell Book – wasn’t made to use with anything.
9. I’ll re-do Holo’s conversation, so it flows a little better
10. Will clean up Gianner, intro conversation too.
11. Surrender script has always been unreliable. I’ll remove them all, script around them, etc.
12. Alright, I’ll re-script the falling rocks.
13. Will re-work henchmen dialog.
Appreciate the feedback, it’ll make the experience better for future players.
Take care, U
5. Hm, if this was already in my version (the timestamp on the mod file says 10/17/2020, downloaded one or two weeks ago), then for some reason that script wasn't triggered in my playthrough.
7. Yeah, not in the folder, but I use a couple of overrides as patch haks via userpatch.ini. My default setup consists of:
a) Kamiryn's Customize Character Override Hak (CCOH)
b) Gunner's Body Rebuild/Retexture (normal build only)
c) my own collection of heads
d) Voicesets Deluxe
e) Eurgiga's Robe-Based Armors
f) The Amethyst Dragon's Project Reforged: Weapons: Complete
g) Larger Character Creation Model Viewer by Ancarion
h) Ravenloft - Prisoners of the Mist GUI
i) my own splash screen combined with Vivienne's Custom Menus hak
Usually I have no issues with those when playing custom modules. Sometimes they are overridden with the content from the module or CEP. At the beginning of your module, when playing around with armor designs in the CCOH, I noticed some odd flimmering glitches and some armors looked like they were translucent, and I wasn't sure if that was an issue with the EE and its lighting changes or my overrides, so I saved the game, quit, disabled a, b, e, f and g in the userpatch.ini and played on only with c, d (which might have been overriden anyway), h and i, which should only affect my character and the UI ...
Again, thanks a lot for your prompt help, much appreciated, and also for your dedication to your modules! :)
Oh, I forgot to mention, the quest "Dwellers of the Forbidden City" was never completed in my playthrough, even though I found all three hideouts of the yuan-ti, and neither was the intro quest, even though I found and looted all four treasure chests. The module ends without waiting for an input in the last dialogue (with options like "Thanks!", "udasu, I want more!" etc.). Not sure if that's intentional or not.
Looks like I didn't update the hak, which should address the Mongrelman issue. I've added all of your feedback to my dev/qa list and will address for sure. Feel free to email me if you have more feedback. Thanks & take care, - U
The attention to detail put into this one is beyond me, great work Udasu!! Little stuff like the crystal ball go a long way, as far as immersion is concerned :D Enemies were balanced considering the starting gear provided, and the scenery has been top notch. The only thing that needs improvement, would be the dialogs I feel. Most responses were pretty impersonal, general and distant, or grammatically wrong at times. (Stuff like: Gianner - 'How can I help you?' -> 'No thanks' that one cracked me up)
Keep up the amazing work!!
Thanks, I'll add this one to the playtest list too!
Latest version is up. Enjoy! -u
Fix of a reported bug. Game on. -u
Ah brilliant, good enough reason to replay this one ^^ Happy new year Udasu and everyone
Another masterpiece. amazing how one developer can come up with such a different result with the same basic module story than another! The Haks were quite striking and I liked the Hench interface, although it got a little bolloxed up with more than three on board! The Werelynx in particular I had to cut loose, as he was constantly getting stuck. Pathfinding was very low for this one, I am afraid!
I believe that I finished all the quests but some still stayed in the Unfinished side of the Journal, although they were done. Thank you for all the fine work on this, Udasu. I almost skipped it as I had played the other version and found it wanting, but this was just what I was looking for!
Hi Nails - TY/YW - Sorry about the AI/Aurora following issue - I've had to compensate for it in the past, scripting-wise. Werelynx is great, the hak (treehouses)/qa man for sure. Remember, you can always check the quests in the toolset (tools, journal editor). Glad you had fun! Take care - U
After playing some older pen and paper conversions and similar modules shortly before, this felt like such a breath of fresh air to me! Exploration was a joy due to the use of all that custom content, the nice area design and variety in enemies, and it also had a real P&P flair to it, with the flavor text and the little events and adventurer actions like using ropes, boats etc. I was positively surprised when I met a challenge my character was ill prepared for (DEX check) and I could actually delegate it to one of my henchpeople. It's so frustrating in other modules when you get stuck on such things even though you travel with capable companions who would normally help you out in such a situation. And here they did!
There is a pretty large selection of henchpeople to choose from, and you can pick up to four, or just go alone and you won't miss anything important either, completely up to you. It's more like Icewind Dale than Baldur's Gate in this regard: you create your own fighting party, any way you like it, and none of the henchpeople come with any backstories that you need to listen to. You can also build them according to your wishes, so I just picked a wizard I liked the look of and when it came to leveling, I decided that they might be more useful if they were a bard instead, and that was fine. There even is a werelynx companion, which I thought sweet in more than one aspect. :) Due to how NWN and some tilesets or placables work, pathfinding can be an issue with larger parties, of course; henchpeople might get stuck or run into the opposite direction to find another way around the others blocking their way, but that's more a general problem in the game and not the fault of the module. Plus, you are free to downsize your party if it gets too annoying.
I thought it interesting how the challenges of combat are handled. The original P&P adventure is for characters lvl 4-7, while here the PC and all companions start at lvl 1, but you get top notch equipment, and the encounters seem balanced accordingly. In general, at least after the first low levels, the combat was more on the easy side at Normal difficulty, but I did not mind that. It was also fast-paced because I had access to a Haste item right from the beginning, and I liked that, too. It's probably not for players who prefer low magic and constantly living on the edge, feeling weak - here you don't really need to fear monsters that much even when the challenge rating says "Impossible". And even if you or your companions happen to die, it's not such a big deal, because this module uses a recall stone (which I also found quite nice after all the backtracking to merchants in those other modules I played before).
On the other hand, I didn't perceive "Dwellers" as Monty-Haul either, the loot felt very nice and rewarding to me, not overdone to an extent that the game became boring, despite making my PC rich and powerful. There was hardly any junk loot and most finds were quite unique or helpful, the money was generous but there were also nice things to buy with it, so it did not lose its worth. The loot also included many consumables and spell-like items that were usable even for fighting classes like my barbarian, extending tactical options a bit - although tbh I didn't make much use of them in the end, I'm such a miserly packrat, heh. And speaking of things I foolishly didn't make use of - it also has a pretty nice fast-travel system, allowing you to jump to places you've cleared before, so that you can skip a lot of the backtracking, which is awesome. And the fact that I did not even remember to use it despite it being there all along, also means I was never really bored by traveling through all the areas here (also helped by the Haste item and the random encounters - actual random groups of enemies that could turn up wherever whenever but not too often, so it stayed exciting and never got annoying like respawning monsters would have been).
So if you're prepared for what you get with this and you like the style, like I did, this is a very enjoyable, fast-paced and varied dungeon romp, taking your character from lvl 1 to 7 and bringing you lots of good gear and fun encounters in the process.
The latest update was a welcome excuse to replay, this time with a paladin instead of a bard. As usual for udasu's modules, quests, potential companions, custom content, loot and attention to detail were all abundant. Combat was not overly challenging but I enjoyed the exploration and variety. It succeeds as a light, fun, exploration-and-hack-and-slash experience.
My only complaint, shared with some other modules by this author, is the frequent use of enemy leaders who intiate a conversation once they are sufficiently wounded. This tends to be buggy, e.g. when companions keep attacking and turn the enemy hostile again, and even when more or less successful blends poorly with the often still-ongoing battle with surrounding minions. In this module in particular it was a little irksome that the resulting conversation always involved letting the enemy go free, with no option to do otherwise.
Minor quibbles aside, my thanks to udasu for the enjoyable gaming and continued attention to updates and fixes after all this time.
I reported this recently, too, and udasu means to fix it with the next updates! :)
The aurora toolset just never really delivered a 100% working surrender script. I've be taking them out of my modules, scripting around them. This one will get the same treatment when I get some time to devote to it. Thanks again for the feedback, Olivier & Halcyon & helping make the experience better for others. Take care, U.
It should.
Just played it on EE, two crashes in the whole game, reload fixed it.
Nice one!