Title | Saleron's Gambit: Chapter 2, v2.00 |
Author | Tiberius209 |
Submitted / Updated | 02-01-2005 / 06-07-2007 |
Category | Dungeon Adventure |
Expansions | Requires All Expansions (SoU & HotU & CEP) |
Setting | Silverymoon and environs |
Gameplay Length | 4-8 |
Number Players | Not intended for multiplayer. |
Language | English |
Level Range | Best to use same PC as Part 1 |
Races | Any |
Tricks & Traps | Light |
Roleplay | Medium |
Hack & Slash | Medium |
Classes | Any |
Scope | Part of Series |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player |
Max Character Level | 02 |
Max # Players | 01 |
Min # Players | 01 |
Min Character Level | 02 |
Content Rating | Adult |
Alignments | Any |
Gameplay Hours | <1 |
Description | |
You've grown up in a small town always dreaming of following in the steps of your adventuring father but never thinking it would be possible... that was, until the arrival of a mysterious mage known only as Saleron Pymnot. Following the completion of a quest undertaken at his request, he hinted that he had known your father, but teleported away before you could enquire further. With hardly a moment's thought, you set off in pursuit, bound for the city of Silverymoon, the jewel of the Silver Marches. Arriving at the gates of the city, you find yourself amazed at all the new sites, smells, noises, and other sensations that bombarded your senses. How on earth can you hope to find one particular wizard in a city of wizards? A continuation of chapter 1. For characters level 2, will advance into 3rd level. Features: For same character as Chapter I Single player module Low treasure module User-selectable rest system Wandering monsters during rest For the most part, no respawning possible New Major Improvements in Version 2.0! * 1 new henchman added * 1 new subquest added * A famous Silverymoon landmark, The Lady's College, is now open for business * Average henchmen dialogue doubled with tons of new henchman banter and interjections * Corrected a load of spelling errors and bugs * Updated to CEP 1.53 * Redrew several maps - no more 16x16 areas * Placed many new placeables and sound objects * Adjusted lighting on most maps * Added a hakpak that combined The Amethyst Dragon’s three colored icon hakpaks * Rewrote numerous dialogues to clean them up and break some of the longer nodes out * Reworked many of the heavily scripted encounters to be much cleaner and more professional * Implemented a three-tiered resting system selectable at the outset of the module in the dm conversation * Added new class-specific goodies * Reworked many of the journals * ... and more! |
Attachment | Size |
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A great second chapter! You are kept in the dark about the major plot up to the final scene, but that is actually a very nice way to add tension and keep your interest in the story... very good use of the henchmen too, they actually have interesting backstories and a lot of conversation if you wish to talk to them, an excellent touch.
Overall it is much better than the first one and and my only complain would have to be the author's decision to stick to his *low reward* approach. After a few hours you're rather comfortable with it, but it is a bit enerving to move through very large areas and complete some pretty hard missions to get almost nothing.
I think it is a bit like the difference between Baldur's Gate and Diablo... way back when they've been released all those years ago... actually I must admit I never liked Diablo (none of them), and I totally agree that some of the rewards in most mods are just over the top... but here it is even less than what you would have in the original Baldur's Gate, and I think this hurts the feeling of satisfaction, of accomplishment... even Baldur's Gate had +1 weapons and armour... and it is not a matter of really being against the idea, it is just a question of balance.
But that is not important. The first time I played this one, when it was first released, I was trying to use the author's rest system and couldn't even finish the goblin cave. Now I used the rest anywhere and it worked... actually this was a great improvement. It is the same thing... the game was not meant to be played with little to no access to healing potions... and no healing while resting... but this may be just my opinion and despite all that this series is one that I totally recommend.
See series comment.
Very well, the only thing that bugs me is that the dungeons are rather huge and boring and you have to walk all the way back.Ah, and the respawn button worked, not even a penalty ☺️
.....................
Okay... I gave "My Fathers' Ring" to Glan to inspect (so to speak) but apparently I completed the side quests too soon (so to speak), so Dillan came running to me whilst me and my companions were in Silverymoon; The Ring is being inspected, whilst my character completes the Chapter - hopefully NOT a syntax error like crashing-the-series like move...?
Nice story and quests but low magic and gold as well as x.p. do not work for silverymoon
I've had the same issue in the Temple of Oghma with the Enhanced Edition. So I just loaded the module into NWN Diamond to check, and indeed, the transition is there and working fine. So much for compatibility. I'm migrating back to the Diamond Edition for the rest of the series.
It was alright. Obviously a lot of work has gone into it, it is considerably larger and more ambitious than Chapter One, and quite enjoyable most of the times. There were just a few design decisions I didn't like that much. What I noted for Chapter One still holds true and more so: In part the areas are really nicely designed, but many are also a little too big for my taste compared to the amount of interesting encounters in them; there is still flavour text, but spread a little thinner in some of the areas. Combat was generally well balanced, but maybe there was a bit too much of it, considering that you hardly gain xp for defeating trash mobs. I'm not really sure if it's worse than Chapter One or if I've just become less lenient now and am a bit more weary of it; e.g. running through empty crypt corridors and fighting undead definitely overstayed its welcome a bit, felt too similar to Chapter One and not all that imaginative. But like I said, a matter of taste.
There was a bit less attention to keeping the player's looting habits in check than the rules explained in Chapter One would make you think. Graverobbing was not acknowledged as chaotic or evil here, for example. But on the other hand, there are several good occasions to make use of your class skills which was nice (e.g. rangers and druids can talk to animals, rangers can read read tracks, literate characters can remember lore or decipher runes etc.)
With regard to the plot and storytelling, it was a bit of a mess, the typical middle part of a series and a typical city adventure in which you get to do a lot of side quests unrelated to the main plot, because you have to jump through hoops in order to get to your main goal, point-and-click adventure style, and you'll have to run to and fro a lot, only to finally find the main plot hastily dealt with in the form of a long lore dump conversation you have to click through, and that's that. The side quests are varied and I didn't mind doing them, it's just a little weird from an overall perspective. While you are required to do a certain amount of side quests, you often get choices between them and different ways to deal with the challenges. Sometimes they are mutually exclusive, which means you can't complete all the quests in the game; you do one thing, you lock yourself out of doing another thing afterwards; that also means no double-crossing and attacking the questgiver afterwards, once you've gone through with a quest. Which personally I thought a pity, but I'm sure others will appreciate it.
An issue I noted is that in the goblin caves there are open doors which turn to impossibly locked if you accidentally shut them. Fortunately there are two or three of them leading to the same area, so if it happens to you once, it's not game-breaking yet, and it's rather unlikely (but not unthinkable) that it would happen again without the player taking pre-cautions after the first accident.
I think I liked the first Chapter a little more, but maybe that was because it was still new and the challenge of scrapping together some money and getting some decent equipment more motivating. That being said, it offers a lot more adventures than its predecessor and it's still a pretty nice module.
Decided to play this series coming off of "Shadows of Darkmoon" and it was quite a shock! If you have not played SoD, well worth the time but it is a very different game than this one. This series is the complete opposite with its low treasure/low magic approach. I agree with Proleric's comments, when you settle into the low magic/low treasure, it presents an interesting challenge that is really enjoyable.
The series starts off a bit slow but Chapters 2-5 are all exceptional. I don't really care whether the game is linear or open ended at the end of the day just tell me a good tale. This series tells a good story. While individual chapters may be slightly less, the series taken as a whole is 9.5 for me.
Tiberius: Hats off you to you for your very hard work on this series, I really enjoyed it!