Elolan is a game world that I have been using as the backdrop for my Dungeons and Dragons adventures since the late 1980’s. I have been playing the role-playing game since the 1st edition of the Advanced Dungeons and Dragons rule books and have written and collected quite a few notebooks full of adventures. A lot of my inspiration for these adventures have come from movies, television shows, the old gold-box games of the early 90’s and some other forms of inspiration, and I composed all of the best of these adventures into this one adventure for players (like yourselves) to enjoy.
These adventures are intended to be played with a 1st-level, newly created character but the campaign has been programmed to allow characters of up to 3rd level to enjoy these adventures. Sorry, but if you are over 3rd level it will stop your adventures through Elolan very soon. This is because the adventures will lose their appeal if they are not challenging. If the character is too high in level that will make the adventures a lot less enjoyable. This is also because there are some new base classes (like the privateer) that lose some of their appeal if they are not progressively advanced by the player themselves.
Although the player will start the game with a beginning character, the adventures have also been programmed to allow the player to choose their level in game play. In addition to the Neverwinter Nights ability to adjust game play to meet the difficulty level of the player, this adventure has been further programmed so the player can affect the difficulty of game by choosing beginner, normal or expert at the very beginning of the game. Choosing to play this adventure as an expert will not only allow the player to skip the tutorial on the island and go straight to the adventure but, will also increase the difficulty of several encounters during the adventure.
The campaign is divided into three storyline chapters with an optional tutorial at the beginning. As already mentioned, if you choose to play as an expert you may skip the tutorial. If you are claiming to be an expert, I do not see where you will need the tutorial anyway. Also, at the beginning you will also get to choose your companions to join you on these missions. I do not see how it would ever be possible to pass these adventures solo so you must choose some companions to join you.
At the beginning, you will choose two to four of these companions from the sixteen that are available to choose from. Some of the companions may reject your invitation to join you based upon your alignment but, no matter what alignment you choose there will never be more than four that would reject you. Thus, no matter what your character’s alignment is, there will be at least twelve to choose from. There is also one companion available from each of the new base classes so, you do not have to make your character one of the new base classes to enjoy playing them. If you want to enjoy playing one of the new classes, you may simply add the appropriate companion to your group. Once you choose your group, they will stay with you for the entirety of the adventures. Each has their own reason for being in your group, so you will not be allowed to go back and choose new companions without starting all over again from the beginning.
These adventures are open and appropriate to all classes, races and alignments. Along the way there is something for everybody. No matter what type of game play the player prefers, there is bound to be something for them to enjoy. There are some adventures, choices and consequences that are appropriate for good and for evil characters. You can even play as a neutral and see how your character ends up depending upon your choices.
Starting Level: 1st through 3rd
Ending Level: 22+
Number of Quests/Missions: 100+
Credits:
Darin Clark (author, design concept, programmer and creator)
Other resources that I gathered information and resources from: Bioware Neverwinter Nights 2 forums (Special thanks to member #4760, #Kevl, Loki_999 and Dann-J), NWN2 wiki.com, Kaedrin's Custom Content website, Lilac Soul's script writer, migrate wizard (custom creature conversion project, goblin worg rider, beholder, clay golem and RWS conversion project,) "How to add custom feats" by Ville_Alasaari, and “Divine GUI Remake by wes471.
Inspiration from: Might and Magic 6 and 7, Icewind Dale series, Star Wars series, Kung Fu Panda series, Treasure Island and Three Musketeers.
Update 8/30/2020
I have uploaded the first updated version with all of the previously mentioned bugs fixed.
Update 9/20/2020
People have passed the whole adventure but some people are still getting bugs. This update fixes the Church of Tyr mission, the immortal mimic and the class-weapon treasure bugs.
Update 9/26/2020
Fixed the memoirs in the Squatters mission. Fixed door to nowhere in Drywood Port South. Reformatted Crossroad Ruins, Trollfoot Island, Drywood Port North, Hayfork Gullet and Mullast Deep to prevent terrain glitches. Made updates to cluebook to better describe spirit requirements. Fixed resistance granted by improved flank energy and epic flank energy feats. Made some key encounters more difficult per requests.
Update 10/20/2020
Fixed problem with saving throw bonuses from Agile Animal Spirits stacking with other saving throw bonuses. Fixed problem with transition to Chapter 3. Now you can trasition as long as you have finished all of the Royal missions even if you have not collected the rewards for the missions. Fixed a problem with Xia Wannai getting lost after the Dureguard Magic Shop mission. Can collect the reward for Harp and Moon Clan as long as Sargon has been defeated.
Update 1/13/2021
Updated the whole shop inventory system to allow level-appropriate weapons, armor and scrolls to start to appear in shops earlier in the storyline. Items will be added to shops at several intervals during the course of the adventure. These changes also include safeguards to help prevent repeats of unique and customized from repeating during the course of the adventure. Some of these unique items now can only be found by performing the random missions offered by the Royal Navy, the Churches, the Brotherhood of the Sword, the Patchwork Artificers, the Mage Guilds or the Rat's Den. I also added one more custom spell because one of my players did not like the fact that I left it out.
Update 1/18/2021
Fixed a door transition that was not working in Troll's Nook and a problem with Power Word Silence that was allowing it to silence anyone regardless of hit point maximum.
Update 2/1/2021
Found a series of area transition errors in the Darkport are. This is predominantly affecting the Winedale area, but because of the variable could affect the cemetary, Dead-Man's Pass, guide "sporting areas" and lighthouse as well. Rewrote and corrected every possible area-transition script that transitions in this area to make sure all were corrected.
Attachment | Size |
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![]() | 768.81 MB |
Legends of Verssavis--Athena's Gambit--Chapter One |
77.5% |
Dark Avenger Chapter 2 |
91.7% |
The Cursed Land |
82% |
Crimmor |
98.6% |
Ravenloft: Dreamscape |
75% |
FRW Character Creator |
98.6% |
From This Comes Strength |
98.9% |
Planescape: The Shaper of Dreams |
94.3% |
A Fairy Tale |
80% |
UNDERMOUNTAIN- Maddgoth's Castle |
81.7% |
I hope this kelps keep the covid quarantine blues away.
Hi Darren. Congratulations on the new mod!
If you have new content and are looking for testers, it's often helpful to start a new thread in the forum and explain a bit about how far along your mod is and what kind of feedback you are looking for to move your project toward completion. Some of the members excel at doing detailed documents of their play through and will be happy to provide detailed feedback and testing notes via email or PM so they don't reveal too many spoilers for other new players to read.
This looks very interesting and I may try to give it a go myself in a week or so.
I would be weary of spoilers but I did provide a full cluebook in the download. This cluebook because a good way to introduce people the new classes, but all of the classes have been featured in previous postings already.
Is there crafting in module?
There are 2 craft shops in the game. One is in Dureguard Village and the other in the Capitol City - Patchwork District. There are also other periodical work benches in the smaller villages as well. There are plenty of places to do crafting work as your party has the need.
Thank you.
SPOILER ALERT:
There is a bug with Franny and Silvia book. Dialog not offers option for returning book to them.
EDIT:
It seems that talking with thug leader breaks game if talked before starting quest.
You need to return both books (the 1st and 2nd) to Olivia. I will fix the thugs. These bugs are why we beta test.
Thanks
SPOILER:
Bovar Kyle (Guide) dialog doesn't have "I'll return later" or similar option.
EDIT: After taking Duregar blacksmith quest and if went directly to Old Farmer Road cavern and kill Oswald Gaffney, blacksmith dialog doesn't detect ring in inventory. I guess I will have to g to tavern at Crossroads to compelte this quest.
Thanks, I'll check these out.
There is an opt-out option before you pay the guide. I will add another opt-out option after you pay amongst the destinations that gives you your money back.
As far as it not recognizing the ring. when you return with quest items they have to be on the person speaking. I started working on this adventure back in the days of Windows Vista and there was a glitche back then if the item was not on the speaker, it would not remove the item. Thus allowing the party to collect multiple awards for the same mission. When you return with a quest item, just make sure it is on the speaker.
Great module so far with great liberty for exploration. During those 14 years you made excellent work. The only thing I can complain about is traveling system.
Two paladins in party are unstoppable force especially with Holy Avenger Greatsword. Now I'm not sure if I encountered bug so I will ask:
SPOILER ALERT:
Daggon's Code quest. I was able to decrypt some part of it and right now I am on:
MURMUR '25' ARI '18' OUSI
Another code should be in Murmur but I can't find it there. Only thing I found was Crow Feather Key in smuggler house and I don't recall it from last visit. Can you please tell me if I am on good track or made msitake during decryption?
Another question regarding Tyr temple quest. I've found one architect in Rubic and mason in Fisherman but I don't have option in dialog to offer them a job. Or I should not look for wandering NPCs.
EDIT2: Bug report. Haywork Hills Ambush doesn't go to Meinheim Estate.
The crow poems and the Daggon Code both have parts that will lead you to Murmur. While the crow poems will lead you to the Highmore residence and reveal that the crow poems are leading you to an ancient smugglers' treasure. Daggon's code should have led you to the warehouse in Murmur. You are hot on the trail;so don't stop now.
The majority of architech, masons and carpenters will be found in the villages surrounding Elolan (Rubbic, Rune, Fisherman's Point) but you can only hire one of each. That is all that is needed to finish the repairs. Once you find one of each, then go back to the church of Tyr in Elolan to begin the 2nd hals of that mission.
Two paladins is a wonderful stragedy but you are obviously still in chapter 2. Prepare your whole party for chapter 3 Vuxomini, Sir. Uugel and Ilneval are no joke. They will still be a challenge. Also this adventure has elements that were put in for all alignments and paladins while strong, cannot hire hit men. This was built to be fun even for players of evil alignment.
In the code both 2's and 3's equal E. I did that because four puzzles all solved by the same code would be a little too easy. I had to trip up the players a little.
I am proud of my work. I am giving myself a pat on the back.
SPOILER ALERT bug report:
Red Dog Island - Boat dialog says "Do you want to sail to the ship?" but no options are offered and party remains on beach. Is there any fix for this?
EDIT: it works only after giving nails and hammer to Howard. Initial text should say "there is nothing to do here now" or something similar.
The text has been fixed but the conditions were programmed correctly. I do not know why it did not give you the two options (find the tools for Howard or Abandon Howard)?
One mroe issue to report:
From Rune village it is no longer possible to travel to Crossroad.My mistake. Wrong sign.
SPOILER:
I can't find Elolan sewer entrance. Should I search in houses for it? Not really suitable for one paladin.
Just like in the cluebook, there are four doors and all are attached to houses. The doors are at the following locations;
* In the Merchant's District, the house just south of the Savvy Merchant Inn.
* Commons District right across the river from the graveyard, right behind the outhouse.
* Commons District at a home north of Natural Enchantments (there are two woman talking right in front of the house.)
* The northernmost building in the Dock's District.
As long as you have the key you can open any of these doors. The Church will take back the key at the end of this mission but by that time your reasons for going back into the sewers should be minimalized.
Potential game breaking bug:
SPOILER ALERT:
Duregard advisor mission in Elolan guilds building. After defeating dwarven assassins, you can talk to guard and exit building but he won't let you in and thus you won't be able to attend trial.
OK, I will fix it so you cannot leave until the trial is over. Thank you for all of your help. Its a good thing this cannot happen in the evil version of this same mission.
Bug report,
SPOILER ALERT:
Missing Villagers quest. In spider cave, journal is updated but family ring doesn't appear in inventory nor it is found on bodies.
Fixed with giveitem nw_it_mring0226
North Harbor Guards quest: Karl Gorgees dialog doesn't have option for relaying guards message.
The ring was lying on the ground next to the dog's corpse. I put the ring on the dog's body because the game did not provide a gnome-sized corpse.
I have added dialog that tells the party that he will dispatch a unit of guards and they are not required to return. The guards will relay this message for you.
Can you upload fix (updated dialog) for North Harbor Guards quest?
Updated version uploaded.
Bug report:Winter Tree quest stays in active quests journal tab after collecting reward from shop owner.NWN2 bug with not updating journal if opened.
I will post the updated version with all of the bugs you have pointed out fixed on the 1st. This last comment about the guards, I do not understand? What needs to be fixed in the journal?
I receive quest from North Harbor guards and journal says I should speak with royal guard commander. I return back to Elolan and when I talk to Karl Gorgees I don't have option to inform him about North Harbor guards request.
I will double check the variables again. Perhaps Randal's quest is getting in the way somehow?
Probably because I've already completed it.
Found the problem, It was with Randal's Quest. This problem has been fixed and neither Randal's quest or the guards quest will be interfereing with each other any more.
Is there any shop where Bag of Holding can be bought?
Yes, Magic bags and lesser magic bags can be purchased at Patchwork Crafts in Elolan's Patchwork District. There will be one magic bag in his inventory before he gives you his quiz. There will be another if you can pass his quiz. There are infinate numbers of lesser magic bags in his inventory.
The only way to purchase two magic bags is to buy the 1st one before taking his quiz and then the 2nd one after.
I meant real Bag of Holding with 100% weight reduction. :)
The only bag of holding is a plot item during the Tomb of the Warrden Defender's quest. You use it during the mission to transport the dangerous relic back to Dureguard's advisor but they take it away from you at the end of the mission because the relic is too dangerous to touch.
Still too busy to try this but even the discussion of bugs is interesting.
I did make a large adventure with a lot to do. The provided cluebook shows that there are many different types of missions.
I play your mod with a rogue/ranger rogue 1 with the feat for the skills and ranger rest with the privateer, the druid, the clerc and the sorcerer. I enjoy your mod that is as good as wulhemberg on nexus. I am only at the beginning with the dwarves.
The fights are easy with my team with a few exceptions except in the beginning where I had almost no equipment. The fact that the druid and the clerc can cast barskin and have an animal companion helps a lot.
I should enjoy having 5 npc with me to have the spirit wisperer with me.
Which Cleric, good or evil?
the good cleric half elven with natur and plant domain (very useful at the beginning.
She also has her animal companion (Amber) who is extremely useful at the beginning.
I play a lot neverwinter nigths 2. I read all the built guide of gamefaqs. I plays a lot of mods including claudius's mod. Don't change the good cleric. She is perfect.
Don't worry, I have no plans on changing any of the beginning characters. Each one was chosen to fill a certain playing style. If you sometime want to try an evil party try to pair the ranger and spirit warrior together in the same party.
I wanted to mean the spirit wisperer who is an elf of a demi elf. Excuse me. I have a good group.
Now I need help with the most difficult quest in module so far.
SPOILER:
I've talked with everyone in Elolan, Rune, Fisherman's Point, North Harbor and Rubic. I've found only mason in Fisherman Tavern but architect and carpenter willing to work for church of Tyr I can't find. I'm not 100% sure if I talked to every NPC but I really need some guidance.
Architects:
Carl Gumfoot - After you complete the Darkport Graveyard mission for Captain Stagg's Advisor, this guy can be found walking around Fisherman's point somewhere between the gazeebo in the center of the village and the Gabble residence.
Jason MacIntosh - He can be found walking around Rubbic Village near the south gates.
Ludwin Winphram - Can be found at his home in Fisherman's Point. His home it just south of the Jolly Rodger Inn, just across the road.
Carpenters:
Bivel Lawless - He can be found at the Hall of Records in the Capitol City after the Vaught's Bandits mission has been completed (King's Advisor). He will be found somewhere at random on the 2nd floor of the Hall of Records.
Gerald Hammans - Can be found walking around Rune Village. He can sometimes be found near the East Gates.
Ralph Simmons - He can be found in his home in Fisherman's Point talking to his wife. His home is behind Haddock's Armory towards the water, between two small docks.
Masons:
Bryce Warwick - After defeating the Orc Warlord mission (Prince Ryans mission,) he can be found at the Stumbling Pirate Tavern in North Harbor.
Haldo Merry - After completing the Vaught Kidnapping mission (King's Advisor,) he can be found at the Sea Dog Tavern in the Capitol City.
Oliff Dunwright - Can be found walking around Fisherman's Point somewhere between the fountain in the central square and the docks.
I hope this helps you find them.
All of three architects dialog doesn't have option to offer job to them, only "Thank you but I'm not in need of architect".
Ralph Simmons, Bivel Lawless and Gerald Hammans just respond "Thank you for the job offer but I am busy with plenty of work now.
Let me check on them because you should be able to hire at least 1 and then the Priest gives you the key to the sewer and advances you to the 2nd half of the mission. If you have the key already then the first part of the mission should already be complete.
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