Title Island Adventures - The Horns of Craven v1.26
Author Lady Oonagh & Lord Alex
Submitted / Updated 09-08-2003 / 03-15-2007
Category Dungeon Adventure
Expansions Works on all versions
Setting Forgotten Realms (Sea of Swords)
Gameplay Length 8 to 10 hours
Number Players 1 to 3 players is optimal although there is technically no limit
to how many can play as long as they are in the same party. Also,
the mod works best if the players stay together .
Language English
Races Race-specific conversation options; any and all races OK
Tricks & Traps Medium
Roleplay Heavy
Hack & Slash Medium
Classes All classes supported with henchmen to 'fill in the blanks.'
Scope Part of Series
DMNeeded No DM Required
Single or Multiplayer Single Player or Multiplayer
Max Character Level 01
Max # Players 03
Min # Players 01
Min Character Level 01
Content Rating Teen
Movie Link Link
Alignments Good, neutral, and evil alignments supported
Description
Version 1.26 3/15/07 ***Requires SoU and HotU*** This is the first module in a planned trilogy of modules. It is the Age of Wild Magic. Children of the dead god Bhaal walk the lands of Faerûn, bringing pain and destruction everywhere they go. The coastal city of Zazesspur, tributary to the great city of Saradush, is in flames. Soldiers and peasants alike flee before the onslaught of the mighty Bhaalspawn. What role shall you play in this adventure? Have all the dreaded children of Bhaal been accounted for? This mod is heavy on dialogue and role-playing and moderate on hack-and-slash. It works best for single-player or a very small multiplayer party. There are three henchmen to pick from, and romances are possible. Conversations include options to bully, persuade, and bluff. Skills, such as perform and animal empathy, will open up new conversation options as well; there are also class-specific options. Please download and install the hak file and movie file (see links below).
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I contacted the authors to receive permission to upload this module 07/04/2014. All necessary files are contained in this single 7z for simplicity and all rights/permissions/licensing apply per the original vault posting. The authors have recently re-entered the modding arena and are currently working on mods for Divinity:Original Sin.
Fine, Aleaddict, but what about uploading the most recent version - of the module and the hakpak: 1.26 (HotU-1.68 compatible), instead of this - a bit outdated - one (1.23) we have now?
http://neverwintervault.org/rolovault/projects/nwn1/modules/3025/
http://neverwintervault.org/rolovault/projects/nwn1/hakpaks/5783/
Could you do it? :)
If anyone is interested in a walkthrough (is missing - here or there), I can upload it.
I think the hakpacks link should be http://neverwintervault.org/rolovault/projects/nwn1/hakpaks/1479/.
Yes, please upload the walkthrough - bound to be useful.
Yes, this is the correct link, thanks! The one which I gave was to the hapkpaks for the 2nd chapter of Island Adventures.
I'll upload the walkthrough quickly.
EDIT: Uploaded - along with the most recent version (1.26) of the module. :)
Many thanks
I added the HAKs just in case they've been updated between 1.23 and 1.26. File descriptions changed to prevent confusion between different versions.
AIO was added for the sequel from rolovault links
Good mod, worked well for multiplayer. However, there is a error, that if you don't complete the quest in the right order, it doesn't allow you to get the henchmen. So we missed out on a huge chunk of story. Otherwise nice mod 7/10
Incomplete Series. Well there is a really interesting :-) Bhaalspawn-Plot, but within the the two existing Episodes, you won't even get near the Swordcoast.
On the other Hand, the mods are nicely made ...
This module seemed complete to me! I didn't like the lack of gear, (You are stripped of all but the stuff that you are carrying) but the henchperson interface was very good, and the conversation and romance was nice to have work. The areas were interesting and the storyline well developed. In most cases the way forward was pretty clear and I did not refer to the walk through until late in the mod, which is what I expect for the most part. The encounter with the succubus was a bit abrupt and difficult, but I made my decision and will stick by it! Afterwards, all exits from the temple were locked, but I was able to pick the back entrance and get out with my henchie. She then dropped her belongings on the dock as I went to talk with Fayn. Interesting way to handle the gear switch from one mod to the next I guess. Well done adventure I would have to say!