WARNING - This will overwrite your 1.69 Almraiven.mod file!
Updated April 2023 for Enhanced Edition PRC Support
Thank-you to Jaysyn for a PRC Supported version (2023).
Thank-you to Pstemarie for cleaned WOK files (2023).
Thank-you to Not Totally Dafena for Fancy-Mapping (2022).
Thank-you to Not Totally Dafena for additional placeable content (2022).
Thank-you to Zwerkules for additional placeable content (2022).
Thank-you to Tiberius Morguhn for additional upgraded content placeables (2022).
Full support for Project-Q patch hak (2022).
Full support for RealSkies by Savant (2022).
Full support for all content by Bill Harper (2022).
Full support for HD Art Pack w/Community Fixes (2022).
Script upgrades for the Auren Trilogy (2022).
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"The dark silhouette of the High Tower looms ahead, reaching upward like the many jagged rocks and dead trees that surround the area. For many years it has been home to you and it is within those walls you were taught the arts of the arcane by Bakadah, your master. It is on this night that your training comes to an end and your acceptance into the Auren Society of Weavers is at hand.
The Auren draw their power from a weave that spans into the Land of the Dead. It allows such members to grasp a better understanding of the spirits that roam that realm and use it to their advantage. As of late the weave has felt tainted, as if it has been soiled in some way. Even your assistant Charles, who you summoned from the Land of the Dead, complained of headaches and the like. The dead should not do this.
It is this very taint that has awoken the Council of the High Tower from their slumber in tombs they have remained within for one-hunded and sixty years. On this night your first assignment is to come from Bakadah, an assignment given directly to him by the Council of the High Tower.
You have been chosen. Your time has come."
Description (Legacy)
This module was created for a single player first level Wizard or Sorcerer of any sex and race.
The adventure takes place within the nation of Calimshan on the eastern shore in a port city known as Almraiven.
Almraiven is a full city adventure and is the first installment of two modules.
Description (PRC)
This module was updated by Jaysyn for a single player first level Beguiler, Dread Necromancer, Shadowcaster, Socrerer, Warlock, Warmage and Wizard of any sex and race.
The adventure takes place within the nation of Calimshan on the eastern shore in a port city known as Almraiven.
Almraiven is a fully city adventure and is the first installment of two modules.
4/13/2024: NEW PRC download has 8 classes enabled. Yes, with the latest NWN:EE you can multiclass wiht 8 classes on one character!
Attachment | Size |
---|---|
Almraiven Module and Hakpak [REQUIRED] (1030) | 381.64 MB |
Almraiven Music [OPTIONAL] (4765) | 68.25 MB |
Cleaned WOK files for 87.8193.35-36 - place in Development for testing (363) | 229.2 KB |
PRC Version includes hak and music. (418) | 71.1 MB |
PRC (8 classes) version includes hak, music and tlk. (168) | 71.17 MB |
Nice. Thanks for this. Can't wait to play it :)
Awesome. Look forward to playing again and checking out the new look.
Wow, I guess it's already Christmas!
So there is still hope that the "Fate of Auren" will be eventually finished? =:-)
OH MY GOD, I kept refreshing your blog almost every month in hope of updates! So awesome to see that you are still creating and can't wait to check out this version. Hopefully my new character will have a chance to shine in the Fate of Auren eventually :P
Well. Now I have to play the series again.
Thank you for this update. I think its my favourite modules ever
Is the mod also updated in the curated version you can download ingame? Or is the vault the only place for the updated almraiven?
Looking forward to try this!
/Pap
Neverwinter Vault is the only place for the Enhanced Edition version with the update placeables.
FP!
I have the Linux version v85.8193.33. I think it's the latest version from Beamdog, for sure the latest version of GOG. At the moment I cannot play the module, a widget appears and says "this module was build with a newer version of NWN..."
I have no experience with the Linux version. Perhaps it has yet to be fully updated? The current version it was upgraded on Windows with is v86.8193.34.1 which was released by Beamdog on December 8, 2021.
Release notes here.
FP!
Well, since I just got the GOG version of EE
Time to replay :)
Alright, i'm sure i am making a fool of myself, but how can i exit Loom Avenue? There are no exit points. I played countless NWN modules and this is the first time i encounter this silly issue. I already talked with some NPC's and apparently my map was updated with other areas. But i can't figure out how to go there.
Purdee - who bumps into you when you walk down the stairs of your home - will offer you a street tour. He lets you know about the sign post outside of your house that is used to move from one street to another. Is this not available to you even after learning of other streets to visit?
FP!
Thank you for the quick reply, Fester Pot.
You are right! I completely missed the dialogue lines where this navigation system was mentioned. I knew the issue was on my side, since no one had the same issue.
Interesting navigation system, by de way :)
This (obviously) is my first playthrough and i'm sure i will have a lot of fun with your module. The attention to detail if evident even on the first area (both visually and gameplay wise). The detail of only showing NPC names when you talk to them and they say their names is one example. It's one of the best ranked NWN1 modules for a season, after all.
Cheers.
Hello,
I've just tested this module with the latest Enhanced Edition patch (87.8193.35-36) and I'm encountering severe pathfinding issues that pretty much make it unplayable without reverting to the previous build.
Both the player character and NPCs seem unable to properly walk down the narrow streets outside your house, often bumping into invisible obstacles and briefly teleporting up in the air above the rooftops.
Unable to help with that, as it is a build still in Development. Until it goes live, you may not want to play on that particular version until I can test it myself and report any issues.
FP!
Sure, thanks, just a heads-up for when the patch eventually leaves beta.
Thank-you for the heads-up :D
FP!
If you are still up and about, would you like to try the cleaned WOK file I uploaded to see if it resolves the issue?
FP!
Almraiven is the investigative start of an adventure into the only other realm of documented interest to humans, the realm of death, of the dead.
A lot of digital war fairy entertainment includes death and undead, necromancy. Plenty of it is to spice up the war games with a bit of horror, present an invincable, uncountable, everlasting auto-resurrecting foe to faciliate traveling upwards the never ending toon level and toon power spirals.
Almraiven is quite the opposite. It raises the proposition: Let us pretend we were really interested in the realm of the dead, we even studied it in secret, then have been chosen to investigate a crime, the mysterious death of young Bejala, as a special detective.
The design of Almraiven, including maps, graphic assets, music, sound, is dense. While NWN maps tend to feel empty, Almraiven maps are dense yet never overcrowded, and most obstacles are walk-through. The adventure offers fine writing and wording, diverse tasks. The travel system from map to map is unique. The NPCs do not appear with names taged above their heads. Names have to first be revealed, which also serves as a kind of log to whom already has been spoken. The journal entries are helpful, lead the way to go. The way to aquire knowledge from books is on the spot.
10/10. Thank you for unique, masterful, polished and refurbished entertainment!
Spoilers
The use of day/night as a prerequisite to meet certain NPCs can delay progress on tasks and cut out opportunities, for example trying to rescue Darwien when she already has turned into beast.
The first time in Almraiven, version 1, I missed a lot of side quests, even missed to recruit a companion (henchman), when such a companion vivids up the visit to Shadewood considerably. While investigating along the lines of the main plot, using the provided walkthrough for hints, a suggestion on the order of side quests is:
- The Tale of Ruby Red / Loom Avenue [1]
- Marlo's Gift / Loom Avenue
- Ax Jester's Goods / Horseshoe Lane [1]
- Hidden Stash / Horseshoe Lane
[1] requires buying and equipting fine clothing from Needle in the Wool
- Childhood Memories / The Villa
- either: Stolen Swordfish, or: Arra's Haunted Home / Mandrake Route
- Demons of an Old Man / Horseshoe Lane (on topic of main quest)
- Wood Delivery / Caravan Run
- Lost Family / Caravan Run
- Bumps in the Night / Caravan Run
- Firiem's Prison / Caravan Run
- Assassination Attempt / Caravan Run
- Darwien's Disappearance - Wundras Wonder
- Rotten Rilley - Tin - Picture Perfect(?, could not aquire the quest anymore)
- Jax's Invitation - Suldolphor Refugee (roof hunt)
after Street-side Investigation
- Elusive Eldowen / Benhis Express
- Orange Stripe / Benhis Express + more locations
after Chamber of Thought
- Mysterious Room (advances the plot)
- Lamu's Escort
- Midnight Alley Ghost (on topic of main quest)
after Snake Bite, in The Black Sands on The Strip
- Something in the Works (on topic of main quest + Underdark)
Cuttback Kat Alley
- Wenuth's Message (+ collect Wild Orange Stripe)
- The Cuttback Murders
Kingscourt
- Validation Request
- Amalins Gazebo Woes
Bug Hunting
The adventure is highly polished already, there is not much to report.
- Travel by street sign menu:
1. The Villa.
2. Mandrake Route.
...
The menu entries are not sentences, the period character could be omitted.
- Book Voolhahoo's Organics vanishes from inventory when it is not read in the library.
- All houses on outside city maps are visually cut from first floor upwards.
This might be caused by some overlooked video param of the many adjustable params in settings.tml.
program vers: NWN-EE: v86.8193.34.1, on non-MS Operating Systems
- Falis Goodmane: ... I'll give you some space, talk2 me if you learn anything.
suggestion: I'll leave you to your investigations for now. Talk2 me...
- Fading Letter: s/infultrate/infiltrate
- Jam: "A smile beams on her face letting everyone knows she's comfortable ..."
s/knows/know
I played with with GOG’s EE version. My character was a LE Gnome Conjurer.
WARNING: This module apparently cannot be completed as a Conjurer. It was not until very late that I realized I couldn’t cast several critical spells that were required to proceed. In other quests, I found a way around the limitations, but the Springwine Jones one was impossible to do. This was a very disappointing way for it to end after I had battled my way through many frustrating incidents. Perhaps it should be made absolutely clear that it’s only for a generalist Wizard or a Sorcerer, not for someone that has a school of opposition (well, some might not matter).
This module is story-driven to a fairly extreme degree. Don’t expect a lot of action or battles. There’s plenty to do, but in the shape of quests. It feels very linear, though some of the side-quests are quite flexible.
Generally, it has the feel of a top-quality module, but for me personally, there are some major issues which completely ruined the fun.
Shifts between day and night mess up quests. Also, time passes so quickly it’s hard to execute a plan. For example, you may leave the starting point at noon to do two things that can only be done from 11AM-5PM, but after doing the first, it’s suddenly night and you can’t do the second.
Because of what I just wrote, I’d recommend that people playing this module put down what they need to do, where and when, so they can find alternative things to do when the plan breaks down. The time invested in keeping track of this should far outweigh the time you lose trying to do things in a certain order.
There is WAY too much waiting for something to happen, even when you are able to do something in relation to quest. If only there was a way to speed it up a little bit... And so many parts of the quests can only be done at a certain time of day, so it doesn’t feel like you’re moving forward smoothly, but instead like you’re constantly hitting a wall. This also reduces the desire to go back and replay the map with a different character.
I found the Medusa labyrinth ridiculous. 80-85% of the time, the medusa is within two moves of you and catches you almost immediately. The respawning option isn’t even present when you’re turned to stone. It’s just endless reloading and hoping for a miracle. That’s not fun!
A lot of time is wasted chasing components needed for spells that are critical at certain points.
Moving through the narrow streets is often difficult and it’s not fun clicking back and forth five to ten times before you can finally get to go through a door.
Some quests may easily be missed if you don’t do it in exactly the right order, something which there is no way to plan for, unless you read the guide thoroughly, giving you a lot of other information that is more fun to get playing the game. Not ideal at all, particularly the first time you play it.
Quest issues:
Blood Runner quest almost made me give up on the module. Even though the walkthrough describes what you need to do after boarding the ship, there is a counter-intuitive element to the way you need to move a certain thing around. Fortunately I continued and found out how it should be done, but it would have been nice if the walkthrough had been more specific instead of assuming the player would do it in this way, which wasn’t obvious at all.
Something in the Works:
After finding Kira, you’re supposed to take her back to the boat. Easier said than done when it’s a tiny region which doesn’t show up when you click the “ALT” button, so I had to spend many minutes searching for it before finally getting back to the previous area.
Sulpholphor Refugee:
Sadly, this quest is also designed in a way, where the solution isn’t obvious at all, even after checking the walkthrough. It seems to be a general problem that the module maker assumed people would do things in a particular way, without bothering to explain key elements. You cannot brew the potion needed for this quest until you’ve been in room 88 and picked up the key item for the potion (and gathered the other ingredients elsewhere). The problem is that going back to Loom Avenue to brew the potion, then returning to the Spitting Camel results in the door to room 88 now being closed with no way of entering as far as I could tell. And you need to use the potion near the last known location of the person you want to track and being at the door to room 88 is not sufficiently close. Fortunately, another player had run into the same problem and it turned out you needed to use it *outside* near the sign. Obvious to the module maker, not to someone playing the module for the first time and there’s absolutely no help in the walkthrough for this situation either. So many assumptions...
Springwine Jones Estate:
Supposedly you can scare the guards to get in, but A) You don’t have that option for the guard at the front door, unlike what the walkthrough suggests. And B) The option is there for the guard at the side entrace, but he just tells me to walk along after I’ve cast the spell. I tried repeatedly. I couldn't get into the building without Knock anyway, though, so I gave up.
Generally excellent English, but some sloppy errors here and there.
”graned” instead of granted in the description of Bakadah.
Mystra’s Touch: “This peice of jewlery”
Ran into a bunch of other mistakes, but was too busy dealing with the other issues to keep track of them.
I know others loved it, but for me it was for long stretches a very unpleasant experience. I recognize the quality that is present and how much work has gone into it, but critical elements are designed in a way that make it immensely frustrating. I will give it another shot at some stage and maybe playing with another character and being aware of some of the problems and the solutions to these issues will make it less of a nightmare. And hopefully I can actually finish it.
I think people takes too seriously the thing about time passing. When i play with this module i do what i can in the specific hour and if there's need to be night or day i go home and rest until the right time. Sure, it can be a little annoying, but honestly i think it's better than adventures where you can do anything at any time, especially if there's some cloak and dagger involved.
About the medusa labyrinth.... Absolutely agree. In truth the main problem there isn't the medusa's movements, but the fact that our Fester REMOVED ALL UI. Including the compass. So how the hell i know if i'm going to west or south IF I DON'T SEE THE FUCKING COMPASS?!
About the components i suppose for casters must be a real pain in the arse... I play fighting class so i couldn't really say. Although i used to recall that in the previous version there was less forcing you to use spells in order to proceed, (but i could be remembering wrong, mind me) anyway, this time i must say that for example, talking about the springwine estate, not only the door outside is set all to 150, but EVEN doors inside, which clearly have no point, if not for forcing the player to do things only in one way. That's not nice.
Lastly i would make a small remark about magical items. In a big city like Almraiven seems a little odd that even for finding a ring of protection you almost have to scavenge all the city, when they're the most common magical items sold through the realms. There's always a thin line between preparing an adventure for a certain kind of characters and forcing players to be the characters you want.
But this is the sort of trap where most of the people who make this kind of things often falls into, so..
Anyway my vote is 7 for
-1 for removing character stuff at the beginning
-1 for medusa dungeon (compass mostly)
-1 for things like YOU MUST use knock spell to open some doors instead of other two possibilities becouse... You have to be wizard and shut up.
well, there should be another -1 for the thing about magical items (you can find dozens of merchants that sell absolutely USELESS stuff but a damn ring of protection i think i've found only one at Benhi express) but considering that on the whole it's a really entertaining adventure i'll discount one.
In the end if you love playing wizard this is one of those adventures that you can let escape, otherwise.... It's nice nevertheless.
"About the components i suppose for casters must be a real pain in the arse... I play fighting class so i couldn't really say...
-1 for things like YOU MUST use knock spell to open some doors instead of other two possibilities becouse... You have to be wizard and shut up.
In the end if you love playing wizard this is one of those adventures that you can let escape, otherwise.... It's nice nevertheless."
You are aware that the module specificly says it's for wizard/sorcerer type characters, yes?
There seems to be a bug with PRC8 version: when talking to the 12 Orbs shopkeeper, the dialogue option doesn't open a store if you have an exotic class (I had Dread Necromancer) because the script that counts your sorcerer/wizard levels doesn't work for it.
Hey FP - I don't know if anyone asked about this - but is it possible to save both Darwien AND Wundra if you have 2 belladonna and 2 scrolls of Remove Curse? I'm mid-playthrough and it's been a while since I've played last, so was curious.
Did the quest - is not possible even with cure materials for both, so answered my own question.