The Adventure Begins
The quiet little village of Raugk is having troubles and was requesting the help of hardy Adventurer's. Having read the notice back home you decided to travel the long road to get there. Arriving late one evening you make your way to the local Inn and rent a single room. Collapsing into the bed with exhaustion you quickly drift off to sleep, your final thought wonders what adventures you may have in this quaint little town.
Other Details
There is a third installment that I am currently working on. I shall upload it when it is done. Please note you will need the latest iteration of the CEP to play these. Module one is in its final iteration, however module two will get some small changes once I upload the final chapter. This won't invalidate module two however, it will only allow you to continue on at modules completion towards the third installment. Book One is for first level characters of any class as for Book Two starting level recomendation would be for level ten characters and again for any class. Keep in mind at Book Ones completion you can go on and start Book Two right away as it will start automatically so long as you have it installed. Gameplay is mainly roleplay and story driven and is approximatley 15 hours for each give or take, depending on how many of the side quests you do ;)
Edit
Re-uploaded Module 1 to fix an exploit.
Re-uploaded Module 2 for some minor fixes.
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Thanks, glad you're enjoying it so far.
Great to see new modules! I'll give this a whirl and get back to you.
However,
your descriptions of each module are quite spoilery honestly,,with the way your description is laid out it can be quite spoilery. You should instead give a short synopsis of what your series is about and general information for players, then the Book Descriptions with a spoiler warning.Perhaps you're right, I've edited it as you have suggested. Hopefully it's not as spoilery now
Hello GWR, yes, I was gonna suggest that as well :) Also one good addition in the description would be the gameplay time approximation that you have in the in-game module descriptions and the suggested starting level for characters. It's not too important I guess in story driven adventures, but it's not a secret either since it's in the nwn description, and it's usually the first thing I'll personally check when browsing for modules ^ (Especially for PnP adventures, the starting level, H&S-roleplay intensity and the world setting are the most crucial information when I fabricate a character I'll guide through the adventure. I can't have a level 1 wizard get slaughtered in a H&S heavy fresh character story, can I? D: )
On the module itself, the first book thus far is very interesting, I will come back with a full rating and review when IRL allows me to finish it, good luck with the third installment
Thanks for the feedback, though not sure what you mean by H&S, though I'm sure it is really obvious once you tell me what it means. I'll be kicking myself if it is
Anyway as per your suggestion I've added a little extra info to let you know what level and class is required to play per module, see above for the changes.
Good stuff with the description, much better :D Thank you!!
H&S is Hack and Slash. Some modules have hordes of enemies or very tough/high health bosses, therefore people brand them as H&S heavy modules, while modules that mostly rely on exploration, roleplaying or have 'easier' to battle or counter groups of enemies usually have light or medium H&S in their description. Same usually goes with Traps and Roleplaying if that is the focus of the module (In RP heavy modules, players are encouraged to spend more points on persuation skills and such, other than just focusing on the fighting related skills only, because the outcome of their conversations with NPCs will severely affect the outcome/progression of the story). It's the format used in the old NWNVault site, and the majority of newer modules, or reuploads/updates of older creations
(random page example with the old vault description format - https://neverwintervault.org/project/nwn1/module/scourge-slavelords-part-one )
Good luck with any future work, and with finishing the third book of the series!!
Yep, it was obvious and I am now kicking myself
I have an important question regarding the companions... do you have some kind of midget fetish? I mean 5 companions and 3 of them are halfling girls.
Also nothing i like more than starting a roleplay and story heavy module by killing a f***load of zombies. Man i love the smell of burning zombies in the morning. So is it going to become an actual roleplay and story heavy module later on or will it be like it's G. Romero's movie or diablo game? Don't know if i should continue...
It's mostly story driven. I'm assuming you've only started and doing the very first dungeon. Don't worry the story does expand and foes will diversify when you finish that. As for why three of the henchmen are halflings... Well according to lore I had written up, not that you will ever see it as it's all background stuff but the Nation of Dain where the village of Raugk is situated is populated by mostly Humans and Halflings as those two races are the most numerous in Elnor. As to why three Halfling girls... You know I never really thought about that at the time of their creation, I pretty much decided their gender on a whim. Anyway... There are communities of Dwarves and Elves but they keep to themselves within their own domains for the most part and don't mingle much among the other races with a notible and very few exceptions. The Elf Cleric henchman being one of those few exceptions. I might add more dialogue nodes to the Henchmen at a later point so you can talk to them about who they are and where they come from but I'm more focused on completeing the series for now.
Enjoying the module a lot so far! *SPOILER ALERT*
I'm stuck in the lair of the Golems. Can't figure out the correct configuration for the levers.I assume the tombstone in the east wing is a major clue but I'm completely missing it (the pattern isn't consistent). Any assistance would be greatly appreciated. EDIT: Totally got caught by the red herring tombstone. Missed the runic plates. No need to reply, I figured it out.On a side note, I tried opening up the mod in the dev tool to just look up the correct config and move on, but it crashes every time I click on anything in the mod. Any idea what's going on there?
Thanks for the great module and keep up the good work!
Do you have an nvidia graphics card? If so there is a known issue that there is a workaraound for. If you have an nvidia card, let me know and i'll post the fix.
TR
The toolset does that because you were trying to cheat
Either that or you have hardware conflict of some sort 
Can you give me a hint on the lever puzzle a can't find anything on how to set the levers?
Scroll up, a previous comment pretty much gave it away
How many hours of gamaplay will the module take?
Can it be run on non-EE NWN version?
Each module takes about 15 hours, give or take, of gameplay time in total. I assume you can still play them on none EE version as I started building them way before EE was out, but don't quote me on that.
Many thanks for sharing this enjoyable Mod. Looking foward to Book 3.
I did notice that one of the portals, which was supposed to save you making a long return journey, did not work. I think it was where you got the ancient book for one of the quests,
Cheers, I took a look and you were right. Seems I used the wrong script on that portal. Anyway, I've corrected it now and have uploaded the fixed version.
Your responsiveness and fix is very much appreciated.
Beamdog made NWN backwards compatible so yes, you should be able to play all old and new mods on any version. That said, NWN:EE is the only version that is getting updates so there is that to consider.
Just finished playing both books and I thouroghly enjoyed it all! I had decided on a halfling rogue/mage to start, before I found out that the predominant races in the game are humans and halflings so it worked out nicely. I liked the offerings of NPCs. I used the human fighter and elven cleric in book one, and the halfling barbarian (if he turns up again, we have a date to visit his home town) and the cleric of Freya in book 2.
I did notice that by the end of book 1 I was practically drowning in Potions of Speed. Also, near the end of book 2, I had several pouches full of jewelry and gems with no place to sell them in the port city. I had to travel back to Kristendorf <sp?> to sell off stuff to make room in my inventory. Also, for a port city, there seemed to be no criminal underworld. I wasn't able to find a single shady character to buy or sell rogue equipment from.
Very enjoyable, and I'm looking forward to Book 3!
ok im also stuck on the golem levers i know someone said something about runic plates but i've no idea where they are unless they ment the ones infront of the levers if so then i must be really dumb as they mean nothing to me
You need to search the whole complex the relevant runic plates that indicate which levers to pull are hidden elsewhere. They are in plain view you just need to check every corner, your companians should say something when you get close to one.
thank you will have another run round everywhere after i've finished the module im playing :)
This is pretty awesome, i was very frustrated with the Levers in the Golem Dungeon, but finally worked it out.Right now i'm not able to destroy that crystal, i guess i'll run through the whole dungeon again to search for clues...
A pretty huge and nice adventure so far, there are some design problems, though.The areas are too huge, even with the interesting transport system in the first book you still have to run a lot.And those garbage bits lying around everywhere and containing gold really don't help with the immersion.
I never managed to activate the transport system in the second book, those shrines didn't give any opportunity to actually donate 100gp...?
Every area has only one group of enemies but a dozen of them, this gets boring after a while.Neat touch though, they all have different levels, so you might meet dire wolves with challenge ratings from effortless to challenging.This is cool.But again smaller areas would help there.
When Malek's wife directs you back to Gloom Wood he's still standing at his camp offering to teleport you to Saras, while he's actually waiting in the final area of the mod.And the final door closes for good if you don't walk through swiftly, i was buffing and as the door fell shut it was sealed shut.
The puzzles are pretty mean at times, but in retrospect they're doable.I wanted to eat my keyboard in the Golem Dungeon, running around for two hours to find out how to move on....ah, smaller areas would help there ;)
But i played through, so it's a nice one!Areas are beautiful, lots of details, the writing is good and keeps me interested.I'd gladly play book 3!
Thanks!
My wife is currently playing Module 2 and seems to be stuck. Clarissa does not give her the key required to open the door to the area with the lever in it.
Does anyone have any ideas as to what shoe might have missed or what she needs to do to make progress?
Many thanks for any help.
She needs to ask Clarissa the right questions ;)
:thumbs_up: