Revenge! The need to pay back the people who owe you your life, and your fathers life is the only thing that has kept you sane these past four years. Now, with Samuel dead, you can see an ending to this, one way or another.
Reece is now your target, the man who stole your fathers property and position, the man who now has the ear of Hal Tysan, newly appointed to the Tysan estate since the death of his father just a few short days ago.
For weeks now you have been living in the wilds, camped in the Neverwinter Wood with only the woodland creatures for company. Watching for a chance to get to Reece, to find a way to discredit him ... to destroy him; but the chance has not come.
Now it seems you position is compromised. Reece knows you are out there and your target is him; he is as keen to see you buried beneath the soil of the sword coast as you are him.
He has resources: men, money, the ear of powerful allies; you have your sword, your wits and the continual pain from the wounds you suffered at Samuels hands to remind you of who you are and what you have set out to do.
The odds are against you but perhaps the answer lies in your new found friends. The adventurer who you helped to track down the bandit, Taneth; or his friend, the rogue Ember. Perhaps you can seek comfort and aid from your past, from the fact that the Tysan household are the closet you have to family beyond your own father.
Perhaps these things will be enough ... perhaps at last, with the help of your friends, you can find peace.
==================
Things you should know.
==================
Location Forgotten realms – in the area of Neverwinter.
Setting The module is set at the same time as SoZ against a backdrop of hard times in Neverwinter brought on by the war with the King of Shadows.
Play time 5+ hours
Level 9 - 11
Class Solace (Ranger)
Companions 2 - Sometimes
This is module five in the series Tales from the lake of Sorrows. The story begins just a few hours after the ending in The Last Days of the Raven and carries on with the story threads from that module. It takes place at the same time as These Dark Days of Waiting, while your PC is away from Thunder Bay. The Module tells the story of what happens in the town and develops the story thread that will form the basis of the last part of the series, The Vault of the Damned.
This story may be played using any character of ninth level but it is written for Solace, the ranger your PC met in the Caravan Club. The story will make sense who ever you choose to use but I have included a Solace.bic file to give you the character the story was written for and you can use this by copying it to your c/mydocs/neverwinternights2/localvault folder.
Some classes may find this easier, some harder but it is balanced for a 9th level ranger and the tactics you might employ as a ranger (partcularly one dedicated to an archery style) will be useful here.
I do not provide a level up area so which ever character you use must be equiped and ready to play.
******** There is combat right from the outset in this module. *********
You do not need to play this module to progress the plot in the Tales campaign but much of what goes on here builds on the themes I will use in the last part.
Note on combat – Unless you are an experienced tactical player keep all the companions offered to you with you when you can. Consider the character class you have and remember your animal companion. The combat is balanced to be challenging at times but with preparation and tactics none of the encounters will be too difficult to manage.
Note on npc's – If you pass time in the keep or Thunder Bay and the npc's do not appear then walk into a building and out and all should be well.
Note on loading – Load times on these modules are long, particulalry the first one whihc will hang on area 20 for a minute or so. Keep with it, it has not failed to load on me yet J
================
Loading instructions.
================
Loading instructions are included in the zipped file. It is important to follow these carefully as several folders have similar names.
The module will run from your campaigns start up screen.
===================
Things you should know:
===================
Transitions are sometimes made without a world map. In some outdoor areas you will find either a stone, a sign or an area transition that will get you out. For indoor areas use the door like everybody else.
Your npc's are Ember(fighter/rogue) and Silas(rogue). Npc’s are not always available and in the first part of the mod you are one your own. Even there one of the story thread will allow you to pick up companions for a short while.
The npc's have back stories which you can access as the module progresses. Ember in particular will develop her romance with your main PC if you choose to keep her with you.
On two occasions you will tell some of your own story through PC conversation nodes. These are short and allow you to develop Solace in way that suits you.
====
Time
====
This mod is very time based. Shops shut at night and certain npc's are not available at certain times. Resting is restricted in places but generally you can rest where you need to. All of the innkeepers and the sundial in the market square, 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 in Thunder Bay you will hear a bell from time to time. This rings on the sixes, giving you a general idea of the time of day.
==============
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 and in the early part there are several ways to complete the main quest. If this gets a bit mixed up I apologise for that. Talking to every one may reveal opportunities to gain exp.
The module has a good degree of npc interaction talk to them and they will talk right back :)
======================
What this mod does not have:
======================
SoZ style conversations.
Flexible npc hiring and firing.
===========
Big thanks bit:
===========
Thanks go to the following for their parts in the making and testing of the mod.
M.Reider for all his continued support in the development, testing and scripting for this series of modules.
Arkalzelth for his play testing and advice on character builds.
Officerdon for playtesting and advice on lore.
Seagloom for advice in this and previous mods on lore relating to the cults of the sword coast.
Uncle FB for the Uncle FB's NPC control.
Lilac soul for the script generator – all scripts, not written by Matt, were written using this.
Pains for his moster and apperance compilations.
Sean Caldecott for his Island tower with cave prefab which is the only prfab area I have used in this mod.
Nicethugbert for his excellent eroded hills and valleys area sets. Many of my areas have these at thier core.
All of the modders who have placed most excellent custom content on the vault in particular RWS for the creatire and tile set mods.
Finally my thanks to the forum users who helped with my questions.
=====
Music
=====
There is a lot of custom music in this module. Credit is due to the following persons.
For the playing of La Manfredina which may be heard in Thunder Bay, Grien Sluis which is played in the afternoon in the market Tavern and the Trotto which in played in the Market Tavern late at night thanks to Susan Sandman and Derwent crocker. If these sound good to you then you can find these and other tracks on The Medieval Lady, available on Leonarda productions. I payed royalties for these tracks please do not rip them.
For the playing of the many guitar tracks used in the taverns and inns of my modules thanks to Jon Sayles. Check out his website for an enormous free resource and also develop a love for his art.
Much of the area music may be found on freesound, the composer of all the track I use is Tillman Sillescu, big thanks to him for his art and for making the music freely available.
Some area music is the work of the Celestial aeon project again I give my thanks for thier providing thier music for free use.
Sorry I have not been more specific about tracks used. If you want to know more PM me one the forums and I will hook you up with any tracks that interest you.
I hope you enjoy From This Comes Strength and hope also than you can find time to vote and comment.
Thanks and enjoy,
PJ
Attachment | Size |
---|---|
fromthiscomesstrengthv11.7z (0) | 428.83 MB |
from_this_comes_strength_v1_2.7z (1675) | 367.07 MB |
I would very much like to try this. However, when I started the campaign, it informed that the module could not be loaded because Hak files were missing. I hope I didn't inadvertently miss links you posted to these haks, but I didn't see any. What haks are required to play this game? Also, which of the two files do we need to download, or both? I apologize if I missed something obvious (this happens to me frequently). Look forward to trying your game.
Hello coercer.angra,
Sorry for the very long delay in responding. I have had no PC for a long time.
The Hak files should all be there but the list is:
rws_towertiles
rws_towertiles_2da
si_reskin_pk01
adl_painappearance
adl_pain_monsterpack_misc/misc2 and rws (3 haks)
sgk_skydome_black
I you have all thesee you should be good to go. If not shout out and I will link you up.
PJ
Hello!
I've downloaded your mod and indeed there are no hak files in the zip. Could you please upload them here?
thanks!
little edit: tbh I didn't try if it loads just yet, as I'm at work atm >_> Only downloaded and extracted to see if everything was inside.
Your previous mod (Tales from the Lake of Sorrows) has most of the haks you listed above. Only missing files are:
adl_pain_monsterpack_misc/misc2 and rws (3 haks)
It only contains:
adl_pain_monsterpackree
and
adl_pain_monsterpacksbrage
But as I said - the pack for this mod here doesn't have any of those haks.
It would be nice if you could upload them then :)
edit nr 2:
So I've finally checked the mod and it doesn't load indeed - the hakpacks are missing.
Pains Monster Pack has been made available. Hopefully that will supply your requirements.
RJS is correct, I will amend the mod in ahort while (maybe sunday) in the meanwhile RJS link should give you all the haks you need :)
Thanks
PJ
I have added pains monster pack as required project already :-)
Ah! Thank you all for that! :)
How are you getting on? Is it all working for you?
PJ
Which module is the sixth part of Lake of Sorrows? Or is there one? Thanks.
https://dl.dropboxusercontent.com/u/5332985/Vault%20stand%20alone%20II.zip (19)
Here you go, can you please confirm when you have it and i can clear the dropbox space. I have had no bugs reported with this but that does not mean there are not any :)
PJ
Thanks, but I already downloaded the entire Lake of Sorrows and was able to advance to the last part from a save.
Sorry I missed this.
There is and there isn't one.
As a stand alone module it was never released becuase it is in the campaign set but I can post you a link here to a version I made for another player. Let me dig it out and I will link here within 24 hours.
PJ
I have it now, you can take it down.
Thanks :)
Hi. I'm inside Tysan estate and I have to rescue Adrian in the cellar. I've found the secret passage and the wedding ring, but I can't enter the cellar. It says the door is magically protected. How do I get in?Thanks.OK never mind. I failed a spot check and found the obvious large door on the 1st floor.
Okay, I saw this message after your closing thread on the main campaign. Please ignore my comment about having played this :)
Hehe, the door is in an odd place in the wall iirc. Good work for finding the wedding ring that's one of the better items for your mage. As a spoiler i would say that you should keep the ring at the end game Honour will only sell it :)
PJ
I forgot about that! Too late, she already sold it and I finished the module. Oh well, next time...
Old HoF award added.
Ta :)
PJ
A great side-story to "Tales from the Lake of Sorrows" totally focused on Solace character and her background story. A beautiful addition that adds further depth to an already outstanding game.
Thank you :)
I am happy that you came back and commented. It's good to know someone is enjoying my mods.:D
Thank you,
PJ
Looks as beautiful as the rest of the campaign, PJ is an artist!
I am having some trouble at the bat cave, every time i try to fight those vampiric bats the game crashes to desktop. Can't think of anything in the override that could cause this.
Not sure what will help here, all I remember is sneaking off to the spider fight near the other entrance, and circle around in the cave to get the guano. Bats taking the wrong bytes? Of even less help is the not very human readable error log text file in the main NWN2 directory, might try with an empty override anyway.
Thank you for answering! Already tried with empty override, low end graphics and sneaking through the back door. I killed the spiders that popped up but as soon as my toon catches sight of those bats, it's over. Looks like some graphics card issue to me, had to abandon the side quest cause it drove me nuts - loading times where painfully long for each try.
Finished it... On to the Vault! I expected the final battle to be harder :P
The From This Comes Strength Unofficial Patch can be downloaded from here:
https://www.dropbox.com/s/5wg120pwrfjjgbb/FTCS_uop.7z?dl=0
It fixes the very long load time issue and a few other minor bugs. Install instructions are in the download.
I have commented the trilogy as a whole on the Tales page; came here mainly for voting.
Yet, I have observed a discrepancy that I would like to mention here: Solace’s father is seen by Ember, with Solace’s approval, as having high wisdom, but lacking intelligence. Matthias’ view is opposite: “not so intelligent as your father, but you temper it with the wisdom he lacks”.
PJ, thank you for the outstanding work!
Possibly the only adventure with pre-generated character that I actually enjoyed.
Two evenings of solid enjoyment. Highly recommended.
I am playing Tales from the Lake of Sorrows at the moment and I am loving it. So I thought I would take the Authors advice and I stopped at the beginning of chapter 6 to try out this ""chapter 5 with Solace".
Unfortunately, trying to figure out what files I need has been quite frustrating. A simple changelog or a simple file description or a simple installation procedure would have gone a long way here. So to help anyone else in the future, here is what you need to get the mod going.
First Dilemma: There are two files listed, which one do I download? The one with "11" or the one with "12" in the name? If "12" is newer version, why is "12" smaller ?
Answer: From what I can tell you need BOTH, as "12" means version 1.2 and only contains changed files according to its readme, and it doesnt contain a music folder at all. So you need to install version 1.1 files which include music and then overwrite with the version 1.2 files.
Second Dilemma: Are hak files still missing, and if so which ones on the Pain page do I need?
Answer: As the user Nalier noted above there are three haks still missing IF you already have Tales from the Lake of Sorrows installed, as is the case for me. So a caveat that you may need the others mentioned in the authors comment above, if this is not the case. With Sorrows installed you need to get three files from Pains monster page - adl_pain_monsterpackmisc, adl_pain_monsterpackmisc2, adl_pain_monsterpackrws.
Third Dilemma: OK, I think I have all the files I need and I am starting a new campaign. Wait... what the heck is this three minute "pause" on area20 of the loading screen? This is going to happen every time a loading screen occurs? Yikes. Lets exit out and try installing this unofficial patch from user Travus above. OK, start a new campaign again, and no more loading pause! Thank you Mr. Travus! Now, lets go kick some a** Solace!
I hope this helps my fellow Neverwinter fans, and thanks to the author for such a great series.
Would somebody please give me a link to the last module in the Campaign - The Vault of the Damned?
I don't believe it was ever released as a stand-alone module. It was onlyi the final part of the campaign "Tales From the Lake of Sorrows"
https://neverwintervault.org/project/nwn2/module/tales-lake-sorrows
Did you play all the other parts as single modules?
Greatly enjoying this module (and it's predecessors), but am currently in banging my head against a brick wall mode, as I need to start a fire but can't get it to start:
So far:
The hint to start it is in my journal; I've found the thing that needs to be set alight; it's after midnight and the building is locked; I have a torch (which doesn't appear to be alight), and a few bottles of spirits, but whenever I click on the potential bonfire, I get a message telling me to leave it alone.
The journal also suggests picking a party of adventurers I met earlier. I'd not been able to to recruit them then, and the only signpost I can find only leads to the bat cave (been there, done that).
Can someone please tell me what I'm missing?
I don't often take the fire or poison route so I can't say for sure but what I remember is that the path must be triggered while casing the interior rooms, and the choice made in there. You might have set one trigger since you can't get the sign to let you travel back to Waggoners, or it just has not been set at all.
I think that's right. Set the fire in a back room, wait out front, kill your enemies as they try to escape.
You may need to have a few spells ready to do it successfully.
Thinking about this longer, I believe Solace must check out the blocked door for the fire plan and the note with the money for the vintner that is the poison plan. Rejecting both opens the way for extra help and their side quest.
ralebeau / GCCoyote, many thanks for giving solace to Solace - she'll investigate further (don't recall the vintner's note and a poison option - don't care for poison personally, but I think Solace would enjoy adminstering it in the case of these guys....) :)
Problem sorted: Solace had missed the door beyond which was the poison-related note. Having found it, she decided against fire (she has enough scars, and I've had bad burns) or fetching support (takes time, and some of them might well get killed), and opted for poison (she would have preferred one that wasn't painless, but the time between the victims discovering that they were poisoned and realising that there was no way out of it partly made up for it.
Again, many thanks.
Almost finished - and a very good module it's been, too.
Just one little (possible) problem:-
There are no open quests left in the log. Reece is dead. HT has been rescued and gone off with his servant to TB, where Solace and Ember are to meet them for well-deserved rewards, recreation, and rest. On reaching the road, we've been attacked by, and defeated, something sent by the twins, but when I click on the link to go to Thunder Bay, a message pops up saying that I can't go there yet, as HT is in danger (!)
We've back-tracked to where we rescued him, and check the area, and all we've found is a couple of dire boars and a boar (which should keep us in pork chops for a bit)., but when we get back to the link, the same message appears.
Is that really the end of the module, or have I missed something?
Yes, there is more, returning to Thunder Bay and the mansion will trigger the ending scenes. Not sure what trigger is missing here, I always clean out all the cave levels and baddies plus spiders on the far side of the hill to get that horn back to the druids. The exit is controlled by a journal entry to the effect that Hal is safe now, and the prior entry is about Garvin. You may need to refight Reece and be sure to talk to Hal and the wizard before departing so as to fire the Journal entry for exit. Never had much luck moving NWN2 variables much less Journal ones but lion needs 61.
Many thanks. Unfortunately, my earliest save is post-fighting Reece (to quote Pete Seeger, "Oh when will they ever learn? Oh when will they ever learn?"), but I've now discovered another area with a spider cave, and a hostile camp - didn't solve the problem, but there may be something else, so I'll keep looking for a bit longer...
At the worst, it gives me a good excuse for re-running what is a very good module in the near future, probably after doing chapter 6.
If the journal entry about saving Hal cleared it might just be a one-time script glitch. Happens more with NWN than in NWN2 but it does hit at times. There is really not much left but the cut-scene ending, and since none of the good equipment transfers into the main chapters like Vault of the Damned you may want to wait for next time through. For story pacing I'll stop playing in These Dark Days of Waiting chapter before meeting Kana with the freed slaves, and play the offset chapter with Solace, since the transition to the last chapter starts right away and covers all the events. I will admit to cheating some of that great gear forward into Vault of the Damned, that great helmet and the wedding ring for Honour.
When you really want to move your gear between mods ...
https://neverwintervault.org/project/nwn2/script/etherchest