After two weeks of kicking your heels in the Masons Rest Inn, Ormin the Cleric finally has some work for you. A farmer and his family, missing, presumed dead, a wayward Mielikki priest, missing, presumed drunk. Both require locating, and you are the person for the job.
Should be simple enough?
But life for you has been anything but simple over the last few weeks and it's not about to change now.
Two murders committed miles apart but somehow connected, the evil Samuel still at large and out for vengeance and the little matter of some unfinished business with the smugglers you put down. Your investigations take you from your comfortable room in Lakeside to the fortified Waggoners Inn, through a vast cave system and to the city of splendours itself. What starts as simple quests quickly becomes a dangerous game of cat and mouse with the most challenging enemy you will ever have to face, a superior adventuring party.
Campaign
This module is the second in a series on the Vault. The others are:
The series will be six modules in length, the fifth of which is work in progress. All will appear under the campaign title of Tales from the Lake of Sorrows, late in 2012.
Please enjoy the modules and don't forget to vote :)
Module
This is the second module in what will become a series under the title Tales from the Lake of Sorrows. The Caravan Club takes place two weeks on from my first module, Sheep and Stone picking up the story where where the first module leaves off. It can however, be played as a stand alone. It will take your character from level 3.5 to around 5.5. It also develops the plot lines which will be the backbone of the third mod in the series, which I hope will be completed by early 2011.
This is a linear story led mod, there are some side quests and conversations which boost your exp but this is not a sandbox mod by any means.
Loading instructions.
You should have:
To install.
The module will now run from your modules start up screen.
Things you should know:
The mod should be fine for any class though magic users may need the respawn button in the earlier combats. There are no race restrictions but Humans are the order of the day. You can start at any level, there is a little intro section that will take your character to around level 3.5 unless you are higher than this. New characters, and to some extent, less new characters get some money to spend in town. Also in the chest in the bedroom I have placed 1000 gp and a dagger. This is there to reflect your time spent in Sheep and Stone. I expect you to reach around 14000 exp by the end.
Your facilitators are Ormin and Isla (in the first third of the mod). If you find yourself not sure what to do and the journal does not help then you probably need to be talking to Ormin.
Transition are made without a world map. In each outdoor area you will find either a stone, a sign or an area transition that will get you out. For indoor areas, that are not big caves, use the door like everybody else.
Your npc's are Ember and Solace. Solace is optional after the first main quest is complete however, if you don't have a fighter type class I suggest you keep her with you. If you do drop her you can pick her up in the Waggoners as long as you have sufficient influence with her. Once you have done this she is with you till the end. You should be aware that you need to treat her at least moderately well to have her stay with you. Look at the pop up text for clues on what she finds acceptable and what she dislikes.
You will know how well you are treating the npc's by the way they talk to you. The less well you treat then the less you will get out of them.
The npc's both have back stories which you can access if you have a good enough relationship with them.
Time.
This mod is very time based. Shops shut at night and certain npc's are not available at certain times. Resting is restricted. You have a room; in this you may rest and pass 8 hours. Many transition points allow you to jump to this directly. All of the innkeepers will allow you to pass up to 4 hours without resting so you should never be stuck waiting. Note however, at night most, if not all, npc's go to one of the inns. If they are not there then they are not plot movers. While the general rule is shops close at night you can always buy potions from Melissa and when you are in desperate need the shops will open.
What the mod has:
This is a linear story driven module. There are side quests but limited possibilities for sandbox style play. That said there are places to explore with rewards for doing so. Talk to everyone at different times of the day, there are hidden exp rewards with some of the characters. Hint – Talk to Melissa, while she is studying during dinner, for a chance to use craft alchemy.
The module has a good degree of npc interaction and the npc's have back stories which will be revealed as the mod plays out.
What this mod does not have:
Big thanks bit:
Thanks go to the following for their parts in the making and testing of the mod.
Finally thanks to the forum users who helped me with all the techie bits which I cant do, which frankly is all the techie bits.
I hope you enjoy The Caravan Club and hope also than you can find time to vote and comment.
Thanks and enjoy,
PJ
Hint
If at some point you find yourself in a big cave and it's a long way to get out.
Revisions
Version 1.1
In this version I have fixed or responded to pretty much every comment that has come up to date, and a few that I have seen or found off line.
Attachment | Size |
---|---|
![]() | 71.17 MB |
A Hall of Fame entry on the old Vault, this module had a score of 9.29 based on 59 votes. There were 2,711 downloads.
A plain and straightforward adventure. I don't understand the thinking about how the characters speaks to people (lot of times he's rude with random folk and too diplomatic with thugs)
Due to my inability on finding the right place or npc, i get stuck every two minutes.
Some areas are a little to plain in my opinion. Fights are balanced. The roleplay part is (as i mentioned before) present, but... Odd. Not for me.