Title | Orcs 2 - Return to Al-Dha ///// Retour à Al-Dha ///// Bilingual Version (English&French) |
Author | Akkei |
Submitted / Updated | 11-23-2003 / 06-28-2006 |
Category | Dungeon Adventure |
Expansions | SOU-1.62 |
Gameplay Length | 6 to 8 hours |
Number Players | Solo only |
Language | English |
Level Range | The PC will automatically start at level 5 |
Tricks & Traps | Light |
Roleplay | Heavy |
Hack & Slash | Medium |
Scope | Part of Series |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player |
Max Character Level | 07 |
Max # Players | 01 |
Min # Players | 01 |
Min Character Level | 05 |
Content Rating | Teen |
Alignments | Neutral or Evil is suggested |
Description | |
ENGLISH Two days have passed since the assault on Viger-sur-Rive. You have been promoted to the rank of arms-master. The clan has been informed shortly after the victory of the intentions of Bosnauk, the head of the clan. His orders are simple: plunder the city and regroup in the human harbour. The Grazath Clan will soon be returning to Al-Dha, the orcish homeland... Three entirely different story lines in the same setting await you in this module. I therefore encourage you to play the module more than once. (v1.08) This module is meant to be bilingual (English and French). Players with the US version of NWN or any foreign version of the game except the French one will see the English wording. Many thanks to John 'Friendless' Farrell for reviewing my English translation. |
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Wishing there was 3rd part..
- "schack" - typo when clicking on door of slave's shack
- deers in hunting grounds are friendly
If you have problem with where exactly in the hunting grounds the gnoll bomb is meant to be placed ("The Gijak clan must starve" quest), get an explosion but no reaction from either the surrounding rocks or the hunters.. you need to place it further.
I have finished this module with half-orc Barbarian (2)/ Druid (6). What I really appreciate is that depending on where you go first, the plot changes significantly (contrary to what author says, the change is not "total", though). This module, like its prequel, due to execution and focus on the orcs is highly recommendable).
At the beggining, you are in principle involuntarily involved with the affairs of one of three clans, who are culturally different in accordance with their approach to chaos/law, which partially changes the set of available quests; the Gijacks are chaotic evil, Borga drift to neutrality and Dagalush seem to be most organized and lawful). As you gain prestige among the clans, you finally receive a possiblity to re-establish contact with the clan. In one playthrough that initially framed me as Borgas' "fodder for Gods", I managed to gain enough prestige among both Gijaks and Borga to have access to their final quests. This was possible due to my initial avoidance of those quests that would make you gain prestige among some factions, while at the same time loosing prestige among other factions.
Pity there is not follow-up! The final scene, which IMHO comes too early, begs for Chapter 3.
I continued to play the same character I created for Orcs 1 - The Awakening of Arak-Hur, a half-orc rogue/wizard. This module has the same feel as the first in the series, but is longer and again very polished. You can read my more detailed review there in the comment thread. I did not attempt to complete all of the quests, so my character ended up at only 7th level. However, the ending machima was quite well done, and reward enough!
Like greg's comment above, I do wish that there was a Chapter 3 as I do not doubt that it would have been awesome.