Have you finished Mask of the Betrayer or Storm of Zehir? Do you have a few epic characters ready for some more D&D adventuring? Well, perhaps this will be a module to your liking. In Trial & Terror you can pit your NWN2 ability against a large and bewildering dungeon fraught with peril.
Background:
A certain Supreme Priest Sukumvit has invited you to his cult up in the Godswatch Mountains (Teyla Shan). This mountain range is located in a far-east part of Faerûn, near Kara Tur, on the southern border of the huge Plain of Horses. Sukumvit’s cult worships an anonymous God of Terror. In honour of this new god, a former temple of Etugen has been converted and expanded deep inside the heart of Teyla Shan. Curiously, the entire temple also doubles as the very site of the cult's sacred challenge – the Trial of Terror. In legacy of his father – Baron Sukumvit, an infamous deathtrap dungeon master – the supreme priest presents you with a subterranean ordeal that no hero has survived so far. The reward is the soaring amount of 1,000,000 gp. As soon as you agree to the challenge, you will undergo a trance ritual, which will prepare you for your entrance through the Gate of No Return.
Trial & Terror offers
Trial and Terror also offers, to all those owning SoZ (and thus having installed the T&T campaign dir and custom tlk files):
Nota bene:
Players, be warned! This is my first module ever. Moreover, before this module, I have had zero experience of scripting. Nonetheless, Trial & Terror is littered with scripts. Any of those scripts malfunctioning is nothing short of my fault.
Installation:
As per version 101608, you will need to download and unzip the following 7z-files:
Mind you, if you wish to use Kaedrin's PrC pack, then you should donwload another hak instead, plus the file with the appropriate 2das. Further instructions on how to install and use his pack comes with the 2da 7z-download (which is version specific):
In order to install Trial & Terror correctly, you need the “trialandterror.mod” (put in modules directory), “trialandterror.hak” (put in hak directory - or the Kaedrin version, if you are using that one) and then drop the “music files” into your Music directory. Also, you'll need a tlk-file - trialandterror_custom.tlk (put in NWN2/docs tlk dir). If you happen to have files in your Override directory, such as 2da-files, this will corrupt this module, unless it is Kaedrin's of course, provided you have followed the instructions properly.
SoZ Owners:
The 'trialandterrorXXXXXX.7z' 7z-file contains five items. First, the mod file - 'trialandterror.mod' (put in NWN2/docs module dir, just as non-SoZ owner do). Then there is a campaign directory - 'Trial and Terror Campaign' (put in NWN2/docs campaign dir), a tlk-file - trialandterror_custom.tlk (put in NWN2/docs tlk dir).
Remember to start the game as a 'New Campaign'!
***
As per patch 1.22, a same-named tlk-file with no .tlk extension is no longer necessary to make the load screens work. It had to be put in NWN2/Atari dir, where Obsidian's own dialog.tlk is). If you still need one of these, you can easily create own out of the ordinary .TLK file (just remove the .tlk-extension or extract one from my patch 1.13 mod 7z-file.
***
[Download notes from the old vault]
Preparing your Player Character and Starting the Game:
You will start the game in an area that functions as a so-called ‘lobby’. This Horde Oasis area is populated by various caravan traders, which have more or less everything you will need. If you talk to Mr Soulmolder, he can help you level up and get some gold, if necessary. Although I personally do not always appreciate the features just below, I decided early on to include them in Trial & Terror (mostly because MotB is designed this way):
Even if you create your own party, remember that T&T still revolves around your main character!
A few tips and tricks good to know before playing Trial & Terror:
Thank you
This module would not exist if it wasn’t for the NWN2 forum over at Bioware’s. That community includes so many kind and helpful souls. I cannot thank them all. But I can thank a lot of them:
Special thanks to:
Also a big thanks to:
I owe heaps of thanks to the following guys and their great modules / prefab areas. They have saved me lots of time and given me great “skeletons” to flesh out:
Half of the music in this mod has been taken from NWN2 OC + MotB. The other half has been made by two composers:
Finally, a sincere thanks to all custom-content artists:
Known issues
Thank you for playing and please post feedback!
Release Notes:
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For the record:
On the old vault this was a Hall of Fame module with a score of 9.48 based on 55 votes. It was downloaded 7,262 times.
I stucked. I've collected all 3 holy symbols and I don't know where to go now because I've explored all areas I could. Any hint?
I've figured I should try to bash the Inner Sanctum Door and then dialog for putting holy symbols should appear. It should appear on lockpick attempt.
This dungeon is a pain in the ass for sure, but in a great way! I wish there were some more hints on the various side quests though...and those "easier methods of transportation" haven't made themselves obvious to me yet :P
Finished it yesterday! Excellent epic campaign, very well thought out, scary, frustrating, rewarding!! NWN2 needs more great content like that!
Well... this is crazy cruel, difficult and frustrating. Too high-lv for my taste (my op), wich means that some fights are really long and tiresome. Some musics and voices were really weird; some sounds were really good. There are some really interesting areas and characters, and this is, without doubt, an awesome work for a first module.
SPOILER: the "final door" opening can be confusing.