Lord Tysan of Thunder Bay needs adventurers. Men and women of all classes and backgrounds are invited to present themselves at the town of Littlelake, where they will be taken on on a first come first hired basis.
That was what the bard had said when he came into the inn on that wet afternoon late in the summer of 1374. That was the day your adventure started and the day your life changed forever.
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 25 - 30 hours (plus 6 – 8 hours (see notes))
Level 1 - 13
Class Any
Companions 5 but not all at once
Tales from The Lake of Sorrows is an adventure for any class which will take your character from level 1 to level 12 – 13 over 25 – 30 hours of gameplay. The story is set on the Lake of Sorrows, a large glacial lake which I have located to the Southwest of Neverwinter. It takes place at the same time as Storm of Zehir and several locations and people will be recognised from that campaign and the OC.
If the player wishes you may also play a sixth part of the series, from this comes strength. This tells part of the story from a different viewpoint, that of Solace the npc. This should be played after chapter 4 and before chapter 6 and adds an additional 6 – 8 hours of gameplay. This additional module must be downloaded from the vault spearately.
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.
Note on combat – Unless you are an experienced tactical player keep all the companions with you, the combat is balanced to be challenging at times on normal game setting but with preparation and tactics none of the encounters will be too difficult to manage.
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Loading instructions.
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With the exception of the video file the folders are zipped and named as thier destination folders.
The modules files 1 and 2 should be unzipped to:
C:\Documents and Settings\User\My Documents\Neverwinter Nights 2\modules
The campaign folder file should be unzipped to:
C:\Documents and Settings\User\My Documents\Neverwinter Nights 2\Campaigns
The Hak file should be unzipped to:
C:\Documents and Settings\User\My Documents\Neverwinter Nights 2\Hak
The music file should be unzipped to:
C:\Documents and Settings\User\My Documents\Neverwinter Nights 2\music
And the file named tlos_open.blk should be placed as it is (it is not compressed) into
C:\Documents and Settings\User\My Documents\Neverwinter Nights 2\movies
Having done this you can launch thegame and you will find the Tales from the Lake of Sorrows camapign in your list of campaigns.
Notes:
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1. You do not need to overwrite any haks you have but it does not matter if you do.
2. Some of the music files will overwrite if you have any of my stand alone modules on your hard drive. It is okay to allow them to overwrite.
3. It is useful to read the campaign notes before you start; in particular, note that Ember is faithless. Keep her that way and the story will make more senseTales from the Lake of Sorrows
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Things you should know:
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There are no race restrictions, but humans are the order of the day.
Combat difficulty varies and is tough in places but if you have the NPC's provided with you then you should always prevail, particularly if you use the terrain to your advantage. I have balanced the game for normal rules setting switching to hardcore will make the game much tougher as will leaving behind any of the npc’s I have given you.
Your facilitator for the first four modules is Ormin, if you find yourself not sure what to do and the journal does not help then you probably need to be talking to Ormin. In Modules five and six the facilitator is Matthias. Other npc's are carried along with the story and it is worth visiting principle protagonists as the story develops.
Transitions 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 use the door like everybody else.
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NPC’s
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Your npc's are:
Ember(see below), Honour(Mage), Solace(ranger), Alan(fighter) and Harald(fighter).
In each module not all of these will be available to you except Ember. She starts out as a rogue but her stats are such that she can be used as a mage, fighter or other class. For story reasons do not make Ember a cleric and do not give her a god. She is faithless for a reason and you should keep her so to fully enjoy the latter part of the series.
Always talk to the the npc’s often. Each has at least 8000 words of dialogue, not all of which will be available on any given run through. They will give you hints if you need them and will develop the plot as well. None of these conversation are required to progress however and if you wish to ignore them you may.
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 have back stories which you can access as the module progresses if you have a good enough relationship with them.
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Romance
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Ember is the only Romance available. It does not kick off properly till the end of Chapter 2 though to get that you need to be in her good books. Thus you need to start wooing her from the very start. There are three other conversations that will launch the romance later in other mods. Once started it cannot be stopped except by talking to one of the working girls in the last major town. She takes a very dim veiw of that. Any race or sex may romance Ember.
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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 the main town of 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.
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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. Talking to every one will reveal opportunities to gain exp and the barkstrings of no core npc's will change as the story develops.
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:
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SoZ style conversations.
Flexible npc hiring and firing.
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Big thanks bit:
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Thanks go to the following for their parts in the making and testing of the mod.
M.Reider - for all his support in the development, testing and scripting for this module. Without M.R. it would not be the same module.
R. Lebeau - for his help in getting some o the coversations right. R.L. has put many hours of effort into testing and conversation checking, all of which have been much appreciated.
Arkalezth - for his playtesting and help with character builds.
Lance Botelle – for his support and gold tinting for various statues.
OfficerDon - for playtesting and help with the lore of the sword coast.
Toupon – for the amazeing city Hak
BTH – for his houses and towers sets.
Realms of Trinity team – for the placebales set.
Quixal - for his support in play testing.
Alupinu - for his play testing support and walk mesh hints.
AllThatJazz - for her dialogue support.
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.
RWS for the stirges model and the dungeon, sewer and circular building tilesets.
Finally thanks to the forum users especially Chaos Weilder who helped me with all the techie bits which I can't do, which frankly is all the techie bits.
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Music
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There is a lot of custom music in this module much of it drawn from my developing interest in medieval music, particularly where played on original instruments. 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. This music in played on authentic instruments and, to me, sounds great. If it sounds 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 nite watch (Anthony Holborne 1545 – 1629) as played at certain times in the Red Griffin and In this trembling shadow (John Dowland 1563 – 1626) as played in the afternoon in the Market Tavern thanks to Jon Sayles. Check out his website for an enormous free resource and also develop a love for his art.
For other tracks which I shall not list except by exception below, all were written and produced by Tillman Silescu and may be found on the Freesound website.
Portent (used in littlelake) - Todd Galtreau
Evil King – Peter Calandra.
Kyrie – James Wilson.
Broken hearted and Black arts – Mike Newport.
If you consider that all other custom Tracks were written by Tillman Sillescu it goes without saying that I am exceptionally grateful to him for sharing his art. You can find out more about him at Link
Edit: The bik file format was not supported. Added support and attached the movie - Rolo
2013-06-02: Updated module & campaign files - Rolo
Attachment | Size |
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tloscampaignnotesandinstructions.txt | 9.95 KB |
tloshak.7z (3103) | 115.83 MB |
tlosmusic.7z (2932) | 180.71 MB |
tlosopen.bik | 32.42 MB |
modules_1_v1_1.7z (2921) | 210.11 MB |
modules_2_v1_1.7z (2905) | 158.97 MB |
tlos_campaign_v1_1.7z (2906) | 292.79 MB |
Only one bug so far. When I go out to the Ancient Temple N of Thunder Bay during part III, I can see the smugglers and their snarky leader whom I've met before. I can go down through their area and finish that task but I cannot interact with them and they never attack. I don't believe they had any clues on them and I don't remember them having any important swag so l don't think this is terribly important. It could be confusing to someone who hasn't played LDotR before.
Finished the 1.0 version last night. Great campaign in all respects.
Areas
Each area was logically laid out and reasonable in the context of the story. No "towns" that consisted of three buildings or "villages" the size of an army encampment. Poor hamlets look like poor hamlets. The outdoor areas were well done and even allowed a bit of off-roading for those of us who like to scout with our rogues and rangers.
Encounters
At the beginning, most are balanced for a mixed party and not overly difficult although the combats get rapidly harder beginning with Last Days of the Raven. They get much harder in Vault of the Damned with a few being particularly tough. Save often!
I did level Ember up as a Swashbuckler twice to beef up her combat capabilities and added two levels of cleric to Harald to make better use of all the scrolls we kept finding and give him some self-healing capability. My PC started as a Ranger and ended at level 14 (Rng 9/Brd 2/AA 3).
Plot
More than any other user created content on the Vault, this campaign is based on an original, well plotted story with, twists, blind alleys, betrayals and plenty of low-fantasy moments that gave it a level of authenticity few other games even approach. Sure, there are lords, and gods lurking in the background, but there is nothing like poking through pig poop to make the point that there is far more to adventure than castles and heaps of gold. If PJ ever gets tired of modding, he should try his hand at graphic novels. I've seen films on HBO with less plot content. Outstanding work!
It seems most of the bugs brought up so far are being addressed in v 1.1 so I won't go into those here. As it was, I didn't hit any bugs that broke the plot or prevented me from moving forward with a quest.
Thanks GCoyote,
I am please you liked the poop. I wanted to find a way to bring your level 14 adventurer to earth a bit. AS you have sdai v1.1 contains some fixes and perhaps balances one of the final fights a little.
PJ
I'm still slowly playing through this, and have been for months now. I've been incredibly impressed with it, and have had a great time. I just, unfortunately, have very little time to play anymore. Every time I do, however, I'm immediately drawn back into the stories and characters. Some day I will finish, and I'll be able to give it an honest rating. But I wanted to give you a line of encouragement, at least!
Thanks Berliad, I am pleased you are enjoying the campaign. It is long I know, more than I expected it to be.
I look forward to your thoughts at the end.
PJ
PJ156, I posted these thoughts on my blog. Sorry if this kind of clutters up the module page, but I thought you might find it worth a look (as might other potential players). I'll PM a couple of comments I had that are spoilery or just bug reports. Thanks again for a terrific campaign!
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My Character: level 1 Blessed Soul, reached 13 (almost 14) by the module's end.
As a would-be adventurer just starting on your way, you arrive at the small village of Lakeside that is in need of someone to help solve a mystery. After teaming up with a vagabond of questionable background (Ember), you begin your investigation. Quickly, you become embedded in a complicated plot that involves dozens of key players: lords, commanders, clerics, wizards, cultists, and no small number of innocent bystanders. What follows is a module of incredible breadth that rivals the official campaign in both both length and scope. By the time you finish, you really have lived the life of your character, and impacted innumerable non-player characters and their families.
The core Tales from the Lake of Sorrows is its story. It is a fairly linear game, and PJ makes this clear from the outset in the module description. There often are a number of intricate and interesting side-quests. Nevertheless, the area designs are such that they are often more or less on rails, and many do not encourage exploration. But that's really ok: if there is anything lost by its linearity, the module more than makes up for it with its story. It is a complicated tale, but the pacing throughout is excellent. PJ's masterpiece is set in the Forgotten Realms and focuses on small, rural villages where a hero could really make a difference. As with villages in real life, you meet many key families that have deep roots in the rural society. I loved that these characters were recurrent throughout the adventure, so that some that you meet in the first couple of chapters show up repeatedly in later chapters, often providing new insights into their sordid histories. That's not to say that the entire module occurs "in the sticks." As you progress, you travel to prominent cities...and to even stranger realms.
You receive up to five companions in the game, and none of them will travel through the entire game with you. Companions enter the story as circumstances allow, and at times they are pulled in different directions and must take their leave. Most of the time, they do return to adventure with you at some later date...often when other companions are called elsewhere. All of the companions have interesting backstories, and most become critically engaged in the plot. The relationships you cultivate while adventuring with your party drive a lot of your character's engagement in the story. There is a romance available with one of the companions. While I'm often not particularly excited about in-game romances, I found this one to be very well done. You grow together gradually as you play, and the relationship is one of maturity between adults as opposed to teen-style crush romances that are sometimes featured. Roleplaying opportunities are very strong in the game. The dialog options provide you with real choices that allow you to shift between a heroic crusader to for-the-money mercenary without much trouble, and your choices can have impacts on how the campaign plays out.
Combat is also really well done. While I would never say that this isn't a combat-intensive module, there is very little filler here. Virtually every combat has a purpose. It might be a major set-piece battle between yourself and a known villain, a raid on a large enemy fortification, a trench-to-trench battle to re-take farmland from an army, or even a minor skirmish between guards outside a keep or cave hideout. You almost never fight the same group more than once, and it all makes sense in the game world. Furthermore, often times, there are significant tactical considerations in these fights. One really can't just run in and mash your way through, especially as you approach the end of the game: you need to use tactics, make careful choices of spells, and keep your spellcasters and archers safe behind your tanks. My blessed soul was a great match for the game: he focused on buffing spells to keep his fighting ability on par with a fighter, and provided healing, restoration, and spell protection as needed. There are no cleric-type companions, so if you do not bring one with your NPC you will need to be aggressive about purchasing potions of healing, restoration, etc.
Finally, I do need to take a moment to commend PJ on his area design. This module is one of the most visually spectacular that I've ever played, and I took a TON of screenshots where I found myself marveling and saying "wow!" There are a lot of areas in this module, and some are only experienced briefly. Nevertheless, all of them are crafted with care and skill.
Critiques: I don't have many. The biggest is probably that, no doubt due to the sheer volume of dialog and custom item descriptions in the game, there are a fair number of typographical and grammatical errors. Some could be caught with a spellcheck plugin, whereas others would just take a lot of proofreading time. That said, the writing is great in flavor, feel, and emotion. The journal also seemed to get a bit "wonky" as I progressed through the game, with several entries from the first chapter, in particular, that were never completed and cluttered up the journal throughout the rest of the module.
In any case, this module is a really impressive achievement. It's a dramatic, thrilling story that will immerse you in a wonderful cast of companions, allies, and villains. And best of all, there's more to play: PJ just released out with the next chapter in his series, The Soul Cages - Chapter 1: Loose Ends. Furthermore, there's a companion module to Tales called From This Comes Strength, which tells the story of what happened to one of the NPC's while she was away from your group. I'm eagerly looking forward to playing both modules.
Just wrapped up some NWN modules and thought about a run at Dragon Age:O in case DA(3) is worth playing later this year, but then thought why do that when I know Tales from the Lake of Sorrow would be more fun than both of those put together. Time to gather up Ember and head back out.
..and that's why Bioware hates NWN1 and NWN2 :D
Thanks Guys, I hope you enjoy the play through Ralebeau. You will have a nice starting character for the new mod. Should be but a few days now.
PJ
Best news this summer, did get started on a sci-fi kick with KotOR intending on doing both, with TSLRP of course, then all three MEs to get that last ME3 DLC I bought and never ran but I can break that chain anywhere since I think I can still remember how they all end up.
It's up now and I hope you enjoy it. You have planty of time to finish what you're on though the next one's going to take 8 months :)
PJ
I've stucked in Thunder Bay. I should now investigate Lathander temple in Thunder Bay but it is locked. What am I missing?
My mistake. I was checking doors above dock.
I'm now in chapter 6. I've destroyed portal in Highcliff but now I can't return to Thunder Bay. When I click on area transition symbol nothing happens.
Sorry for the dealy I did not spot this one.
Is this still a problem?
I am guessing that you destroyed the protal under the ruin rather than passing through to Neverwinter or is the problem transisiton in the neverwinter Market?
PJ
Exactly. I've "solved" the problem using dm_jumptopoint console command, altough I'm not sure was it really neccessary.
EDIT: I mean, yes, I've destroyed portal under the ruin.
Okay, that's not a well trodden path test wise. All of my testers went through the portal and let Alan baxter destory it after them. I tested your way and I cannot remember any issues so I a m goint ot have to look. So long as you are back on track that's okay but you should not have to tweak the game and I will look to see what might have happened.
I hope the rest is trouble free and you get to the end okay.
I would love to hear your thoughts on the modules when you're done.
PJ
I've finished it and I have to say that story is wonderful and setting is also well placed. Thing I disliked in this module is lack of essences. With recipe book and gems it is sad that you can't craft items when workbench is found.
SPOILER: It is nice be again in Kelemvor realm. :)
I'm glad you enjoyed the game :)
I never implemented crafting sorry. It was not my favorite part of the OC and I did not want it here.
Thanks for commenting,
PJ
Hi,
Just finished "Sheep and Stone" and I'm in "Caravan Club". I'm stuck and I can't find Simon anywhere. Things I done so far:
- I looked at all the taverns and questions everyone during day and night.
- Ran into Baxter and he threaten to kill Charlotte. Warned Charlotte.
- Simon's mother said she's doesn't know anything, but she's lying (I failed the check, I found only later on a reload).
- Arabella (innkeeper's wife in Lakeside?) might know something, but she refuse to divulge anything.
- Isal said to come back to her if I can't find Simon, but she doesn't say anything (she's also with Eliza now).
What am I missing? Thank you.
If you are not playing the campaign version this is a bug. If Isla goes to Eliza before you find Simon she loses the thread.
I need to jump out of the house now but I can post a fix on this.
If you are playong the full campaign version please tell me becuase this should be fixed.
PJ
Thank you for the reply PJ156! I'm playing the campaign, not the stand alone version of "Club Caravan". I'll try to reload an old save before you post a fix. I'll let you know later this week (Can't play right now ).
Okay and thanks,
The campaign should not be broken in this regards, let me know how you get on I will get a fix to you to keep you moving if you need one.
PJ
It is normal, if you are o to the river cave you should not be stopped from progresing now. I hope the rest goes smoothly for you.
PJ
Finished all chapters. What a great journey! Thank you PJ156 for taking the time and dedication to make this module. It was worth every moment. Can't wait to play Soul Cages and the other chapters.
Just a few questions though:
- In last chapter, I notice every women are barefoot, even female enemies. Was this intentional or a glitch?
****** SPOILERS ******
- Ormin said he kept sending money to Hal's half-sister and her mother, but the latter said the money stopped coming. Was Ormin lying or the money was being intercepted?
- Why did the Banites kidnapped Hal's half-sister and who was the sponser? Wast it Morag or Lestry?
- I figured Moss's long-lost daughter might be the kitchen girl at Market Inn, but I never got the convo to bring it up. So next chapters then...?
Thanks stsc196, I am pleased you enjoyed it.
The barefoot ladies sound like a glitch in the apperance 2da and I will review that :)
As to the other things ere are some spoilers:
- Ormin was using Dace as a go between (the contact with the decripid house in crossroads keep) he has been siphoning off the money for a long time leaving Siobhan destitute.
- Morag sent her man to fetch the girl and take her to Neverwinter, he used the Banites as mercenaries. After thier altercation in the cottage the Banites made their own plans for her and took her to the keep to eventually sell her. I considerred putting in the other side of the portal but went for the reference to a later mission in the closing conversation with Kana.
- You figured correctly but I decided to close the campaign ealier than you might be able to do something about that. Maybe is will make the cut in a later chapter but only as a reference ... there are only so many children you can save me thinks :)
I hope that made some sense. I hop you enjoy The Soul Cages and From this come Strength if you have not played it.
PJ
Thank you for the replies. I voted 10/10. I also finished Soul Cages chp1 and From This Comes Strength. Both are great modules. I can't wait for the rest!
Regarding the barefoot women: Yeah it was kinda hard to take Faith and Mercy seriously when they threaten to kill you. All armed to the teeth and armored-clad and... no shoes. And Morag, for all the money she had, she can't even afford to buy shoes.
okay so i played the standalone modules without knowing about this, does that mean i have to start over from the start just to play the last part?
You can use this link from my drop box
https://dl.dropboxusercontent.com/u/5332985/Vault%20stand%20alone%20II.zip (19)
The stand alone is less tested and recently someone has had issues with the drider model appearing mid game. If you have problems come back to me here or by PM and I will see that get through.
PJ
thanks =)
but i have some trouble, with getting back to Thunder bay after destroying the portal. the area transit wont work, and when i try dm_jumptopoint dont work either since apparently Thunder Bay is not a valid area.
This is after destroying the portal in the basement of the castle ruin? If so you have two choices:
1. use a save game and pass through the portal. that works I think because other have tried that.
2. Confirm this is the issue and I will fix the conversation.
PJ
I've played some month ago, really well done module!!! ;)
Thank you :)
PJ
I plan on playing this soon and I had a question. Which of these classes would make the most sense- Monk, Sorcerer, or Barbarian/Fighter?
My choice is always from the fighter side of the scale, Ranger, Fighter, Barbarian, or Monk would match with the Rogue companion better than a squishy level one mage. She is not a weakling Rogue, but there is a mage later in the story.
I would side with Ralebeau in this. The opening suits a fighter type well, I always enjoyed testing with a fighter type the most.
Here's a bit of a spoiler to help you chose though:
Npc's come and go but the ones that are most consistant are a rogue and a mage. THe rogue can multiclass to a figther/rogue with ease and can be a spellcaster if that's the way you want to take her, though not a good one. From a story point of view don't make her a cleric though. you will see why.
There will be a ranger for a while and from mid game there will be a fighter around, though not the same one all the time. Cleric is the class that is represented least but you don't need one to get through.
I hope that helps. You can be whatever you want and will live to save the day I'm sure.
PJ
Thanks for the responses. I will play either a barbarian/fighter, fighter, or maybe a monk. Is there much equipment for a monk? That has been a problem several times in the past.
Monks are catered for, including some special items mid game if I remember correctly. It's been a while though so do't quote me on that.
Regards
PJ
This is the best mod I've played in years! Thank you kindly for all the hard work that went into this one. A very engaging, interesting and long story.
Thank you, I'm pleased you enjoyed it.
Soul cages chapter 1 - Loose ends: continues where this leaves off though there is only the first mod up right now. It's still around 8 hours of play and a self contained sotry.
PJ
Hey, I just started playing all the DLC for NWN2 and got to TLOS about the fourth one I played. I'm starting up Chapter 6 (Chptr 5 was awesome) and it seems like the game just stepped up a few notches on difficulty. Is there another companion besides Ember and Honour I can pick up at the beginning?
So far I'm just pleased as all get out about this journey, this is well made and replayable as can be. I would suggest using more names, I've killed Marcus and a few others numerous times lol. Also, if you need someone to edit conversations I'd be happy to lend a hand. Can't wait to get into The Soul Cages as well. Very well done. Bravo.
At the beginning of chapter 6 You're in Beregost? I'm afraid you have all the companions you can until you hook up with Solace later in the Chapter, Beregost you have to make do.
Which fight is giving you a hard time?
PJ
I was just rushing and getting beat down with arrows lol I did miss freeing the wizard in the tower tho, got the Melancamp key. Tried not to go too OCD on it but I guess I missed something. About to go thru that part again with another character so maybe I'll get it this time. This is an excellent campaign and I thank you to no ends Will I ever get to use Dragon Scar? I loved getting it handed over and like doing all the ruler type stuff. Maybe could run trade or something out of there. Also, is there a map of the bigger area of the lake showing where everything is in relation to Neverwinter and other towns? Once again, thank you for this awesome content
I already discussed any bugs I've encountered and the module's quality in detail on Nexus, so I'm just going to say here that you should definitely try this mod out if you haven't already. The story is awesome, interesting, a bit dark and there are numerous responses avaliable during dialogue to suit your PCs character. A highest quality campaign.
Thank you Readher, good feed back gives me the impetus to continue building.
PJ
Just realized I've never voted on this one.
"Must Play"
Thank you :)
Loved this Campaign from start to end!
The amount of dedication and effort spent on world-building, characters, quest, dialogue, story can be seen throughout the mod.
Definitely a must-play module for owners of nwn2.
*Spoilers*
Features I liked:
- Quests, be it main or side quests, most if not all, coverge into one another.
- Ability to multi-class companions.
- Companions have personaility. Sometimes what you say to them may mean another to them due to their different beliefs, values, state of mind etc.
- Design of Areas + Music Choices
Regarding Ember, I levelled her up as a Fighter/Rogue/Shadowdancer, took improved combat expertise, so she could face-tank. She could end up with 43-45 AC when buffed.
Pleased you liked it Bowshatter.
I often leveled Ember in play testing, I'm interested that someone else to her the same way.
regards,
PJ
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