Many years ago, a legendary hero named Escatha and his band of warriors defeated a tribe of fierce Sahuagin that gave the archipelago its name. Now something is once again attacking ships sailing through the islands.
The Baron Hochoch - patron of your previous adventures in the area - calls upon your skills once more to investigate the cause - and put an end to it!
This is another classic aD&D P&P adventure first published in White Dwarf #65 back in 1985, written by Graeme Drysdale, now converted for NWN2. Like previous adventures in the series, this is designed for Single or Multi-players, so there are Henchlings available in the starting town if any are needed to add skills to the party. Depending on your level, experience & play style, you may need more or less of them to help you on your way.
Features
Death – Because of the way this adventure is structured, unlike previous adventures, death is now final – please remember to save often – (remember quick-save is F12 by default). Your companions don't suffer that fate if they're overcome in combat – depending on how much damage they took, they'll merely be out cold for a few rounds, then get up & wander round a bit, or they'll be gone for good (although Resurrection or Raise Dead should work fine).
Encounters – Think tactically. Some opponents may be too tough for your party - before you start any fights, make sure you can finish them, and maybe take a look at your environment to find the most advantageous positions to fight.
Its not an MMO – Unlike MMO games, you may benefit from learning to scout, and pausing the game at the start of each encounter so you can best organise your characters. Running in & hoping for the best isn't what will keep you alive.
And maybe save often.
XP – you DON'T get much experience for killing things. What you DO get it for is exploring and completing both the main quest and the side quests that you may come across as you explore. By the end of this chapter of the Crystalmist Campaign, your character/s should be level 6.
Custom Content – Like the other adventures in this campaign, Sahuagin Heel uses the Crystalmist HAK, plus a smaller HAK file with content just used by this adventure, namely the Trident Pack #1.
Feedback
Finally, I know NWN2 is getting a little long in the tooth now, although I'm not aware of any other game allowing you to build D&D adventures in such detail (I'm reserving judgement on Neverwinter until I've seen the Foundry, but so far it doesn't look like much of a competitor due to the limitations of the game mechanics).
Therefore, I'm still building for NWN2 & any feedback is gratefully received, so please let me know anything you liked, didn't like, or just anything at all. If its major, or just easily fixed, I'll sort it.
Keep rolling 20's!
Clyordes.
ps - Next stop: Oasis of the White Palm...........
Attachment | Size |
---|---|
crystalmist_3_the_sahuagin_heel_campaign_folder.7z (0) | 697.24 KB |
crystalmist_3_-_the_sahuagin_heel.7z (1013) | 125.75 MB |
sahuagin_heel.7z (0) | 24.64 MB |
Gladiatrix |
88.5% |
Some Distant Shore |
91.5% |
Madness and Magic |
92.7% |
The Aielund Saga Act III - Return of the Ironlord |
89.3% |
Shadewood |
96.7% |
S1 - Tomb of Horrors |
94.4% |
Snow Hunt |
91.2% |
Aribeth's Redemption - Chapter Three |
93.3% |
Lords of Darkness 3 - Alanya's Secret (V2.0) |
87.8% |
Foreboding in Sylvani |
78.2% |
Gladiatrix |
88.5% |
Madness and Magic |
92.7% |
The Aielund Saga Act IV - The Fall of Aielund (Part One) |
95.3% |
Shadewood |
96.7% |
Shadowlords, Dreamcatcher, and Demon Campaigns |
89.3% |
Decent PnP conversion. As-is, the player could go directly to the final fight almost imediately making the remainder of the mod somewhat moot. An improvement would be to insert a couple of intermediate steps, even just finding a clue or a key, so that most of the islands get explored before the finale.
Still, well worth an evening or two to play.
You're right Mr Coyote, as a PNP adventure the DM can guide the party to travel around the islands a fair bit, which can't really be forced the way this adventure is set up at the moment, so its possible to go straight to the final encounters via a couple of routes - there are at least two islands that have routes to them. The other islands all have encounters too though, and useful items that may be found. I was hoping that if a party accidentally comes across a route to the lair ealry on, they may decide to pull back & investigate the rest of the islands before plunging in, just in case they find something useful, or just out of curiosity.
Strange, seeing that these adventures are still being played is almost making me break open the toolset & carry on building Oasis of the White Palm, although whether that will even happen is definitely not certain! :-)
Please build it. I for one am still playing NWN2 and since some of the old modules were lost when the original vault was taken down, there is a shortage of new modules and campaigns to select from.
Well you've definitely improved your technique over the years so I'm sure a new module would be well worth playing.
Hmm - I'm almost tempted to reinstall the game & build a bit, except that I have a bunch of games that I've not had chance to play myself yet & free time's not what it used to be - Having a family has done that! :-)
Also, you may not believe how much I had to learn to build even to this level of quality. If you've never opened the toolset, it ain't half baffling when you first start out, and learning to use custom content (I'm a very greedy builder!), HAKs & scripting, even at my basic level, took ages, and I've forgotten most of what I learned over the years, so I really don't have a lot of enthusiasm for trying to get my head round it all again just now :-(
Stil, you never know.....
Cly.
A good short module, in the line marked by its precedessors. I support the GCoyote's observation: it just happenned to me! But I explored all the islands. I hope someday we can play Oasis of the White Palm in NWN2. Nice work!
Love old school conversions. Will give it a try.
good module, well done. i had just a bug : i take the lizardman with me but he never fought with the party. ty for doing it
Thanks for the feedback Anglashel - glad you enjoyed the adventure. Not sure what why the lizardman didn't help out - maybe he needed instructions from the party leader? I haven't touched the toolset in years I'm afraid, and have other projects in other games on the go at the moment, so it's unlikely I'll get to take a look at this issue - but hope you managed to defeat the nasty sahuagin without his help!
Cly