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The Ruin of Tyrbas
Submitted by:
Submitted by
Shuruga
on 2021-07-02 12:16.
Last modified:
2025-01-01 16:30
Game:
NwN:EE
Category:
Module
Requirements:
OC
Xp1
Xp2
Language:
English
Tags:
Tyrbas
,
The Ruin of Tyrbas
,
Designed for Lawful Characters
,
A Short Story
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Well met.
The screen shots look really neat, and story sounds like an exciting adventure. So downloaded, and do not think for a moment of letting me really enjoy this, and then finding out that there will not be a chapter two.
Gracious.
All the skills you have learnt with this one, can not be put in an enormous bag of holding, thrown into a corner, and forgotten. I forbid it.
Thank you for crafting.
—
Phyte: My heart has been locked for longer than I can remember.
Sharwyn: Done, and done.
—
Thank you so much for taking the time to write such a positive review; it warms my heart to know you enjoyed it so much!
It probably won't take much to convince me to start plugging away on a sequel. I enjoyed making this adventure and I'd like to finish the story I started... but if there are only a handful of people interested in playing a sequel, then that is a bit of a disincentive. While I can't promise anything at the moment, maybe it will ease your concern to know I'm at least mentally storyboarding the next chapter! :)
It was pretty darn good! Seems short, and combat was a bit easy and hard, depending. But that may have been due to my tactical choices.
Good writing, interesting dialogs. Good use of cutsacene controls.
I'm glad you liked it! Thank you for the review!
I just posted version 1.01. The pdf has a change log at the end for anyone curious for all the details, but the short version is:
Many thanks to Olivier Leroux for providing very helpful and detailed feedback as I worked on this version!
(v1.1) I'm standig in the cellar, the tunnel is collapsed behind me and no way out? According to the walkthrough I should meet the wizard again ...
You should be able to continue down the hall from the collapse and find a doorway that leads out of the area across a small bridge.
I'm away from my coding computer at the moment but I'll check to make sure I didn't do anything dorky within a few hours and I will get back to you. I will also message you instructions to keep going in the adventure at that time.
Sorry for the inconvenience!
Message sent - please check your inbox!
For anyone else curious: the exit seems to be working and is perhaps a tad hard to notice. Please don't hesitate to post here or message me if you come across any issues. I'll do my best to respond promptly.
Right, the "problem" (which is actually sitting in front of the monitor) is solved. The transition should work properly if you don't click to impatiently around.
Is this possible to play multiplayer? I guess probably not, but it's not stated explicitly.
I built and tested it for single player, but I think it should work for multiplayer. It might be best if you try to have one person do the talking and keep important-looking items.
Caveat: this is my first module and I haven't developed any expertise in any particulars necessary for multiplayer, so it may be that you hit a showstopper issue. If you try it out in multiplayer and run into problems, please let me know and I can try to fix it up for you.
Thank you for making and releasing this, Shuruga. Truly excellent work! This is an incredible debut.
The good:
- Excellent and sharp pacing, with just the right amount of very well-made cutscenes.
- Wonderful, well-written narration and dialogue.
- Difficult, adrenaline-packed encounters.
- A surprising amount of choice in expressing nuanced characterization options, even with the specific backstory required.
- A strong storyline, told from a particular and personal point of view.
- A grounded, low fantasy vibe throughout, even with all the fantastical things happening.
Some technical stuff:
- Map pin "MN_Rethus1_Up" in area rethuskeep1 has the default map note text.
- The first trigger in area aminor_cellar glitched on me on one attempt (no idea how to replicate). It didn't seem to impact gameplay progression, but the NPC there should probably have the same conversation on clicking him, since that's what the trigger is doing anyway.
- I found no other bugs. I didn't even notice a single typo, which is either remarkable writing or some damn good editing.
Some more detailed feedback on story and gameplay (spoiler-ish):
- On Hardcore Difficulty, the module is very difficult. It would help to have access to just a few more items (particularly consumables or healing), especially since the module is geared towards martial classes. Those classes have so few tactical options available to them at this level range, so there are very few ways to recover from lucky critical hits by enemies. I played as a heavily armored fighter/rogue (heavy on the fighter levels), and the combats were really difficult even then. I don't think I'd be able to successfully complete the module with a pure-class rogue on Hardcore at all, unless there were more items available. I think I'd recommend Normal Difficulty or even Easy for the best experience, but I personally enjoyed the challenge.
- At some key moments, there are dialogue-style story options on how to proceed. That's awesome! However, in some of those instances, there's no real way of even beginning to ascertain what the consequences of those choices could be. So the options are RP choices more than strategic decisions. That's absolutely fine with me, but I'm not entirely sure if that was the intended effect.
- I purposefully avoided a certain side-quest in the first part of the module. It didn't break anything, and I really appreciate that. A good module is sometimes about having content that the player character purposefully chooses not to interact with. And now I want to play again just to find out what I missed out on!
- It would be cool if there were a few more random items or some other bonuses strewn about. Tactical setbacks can occur if the PC doesn't rush to the right places immediately, and this is hard to do to without knowing exactly where to go on the first playthrough. A few more "exploration bonuses" could maybe work to offset the drawbacks of getting lost or dawdling too much. And some players just love exploring every nook and cranny anyway.
- Loot tables for the monsters could be tweaked. There's no real use for gold or gems in the module (and very limited use for the weapons they drop). But there's immediate use for potions, healing kits and other consumables. And with the amount of spawns appearing in certain areas, those loot bags litter the battlefield. In particular, I think I'd rather have no loot bag than one with gold I can't spend.
- Minor story nitpick: The scenes between journal entries Siege 001 and Siege 003 became something of an odd story beat for me (possibly since I didn't pursue what appeared to be a romance). The story is otherwise so tightly paced and well-structured, so this stuck out to me a little. The PC has already spent a few days wounded in bed and finally recovers. Then he/she needs to rest again in order to proceed after a brief and fairly non-interactive scene. Shouldn't he/she already be very well-rested? I get it if it's about giving the player time to prepare spells after leveling up, but maybe there should be a way to progress that makes more sense for a martial character too. I played as a taciturn man of action, not a sleepy mage or talkative bard, so that particular scene sort of gave me nothing to do between two narratively forced rests in immediate succession.
(spoilers)
- For the sequel, I suggest a narrated time skip and just advancing the storyline to the start of a "final act" if time and energy for module writing gets too limited. Just cut out and summarize the middle part if necessary. The first-person narrative style could lend itself to doing that without the exposition becoming too heavy-handed. There's such a strong sequel hook at the end, so it really does need at least one other installment to cap it off. I'll settle for half the length and half the technical standard if the story was just somehow brought to its intended conclusion, haha.
- Alternatively, you could consider taking out the sequel hook and making just a slightly tweaked ending if you end up having to give up on continuing the story altogether. This module could work perfectly well as a finished story, albeit with an ambiguous ending. The tale of the sergeant who saved the baron's daughter doesn't actually have to lead to the same character finding out how or why Tyrbas fell in the first place. I'm not saying I'd prefer this option to a full-blown series, but this first installment already has a strong story, and I think it can be wrapped up in a satisfactory way.
Thanks very much for your kind review and thoughtful feedback! It is very gratifying to know you enjoyed it so thoroughly.
For your feedback:
Thanks also for your thoughts on a sequel. I'm slowly being convinced to (and talking myself into) starting to chip away at it when I can... things will proceed faster than with this first module since I've managed to wrap my mind around the toolset, though it would still take months to complete. It is definitely motivating to know there are folks hoping for the story to continue!
Great module, lots of good concepts. I really hope you make a part 2, and expand upon the existing concepts while not removing any. This is one i'll be recommending to folks.
Great module, lots of good concepts. I really hope you make a part 2, and expand upon the existing concepts while not removing any. This is one i'll be recommending to folks.
Thank you for the kind review and also for the recommendations!
I really loved this module! Nice story, nice pacing, nice roleplaying, etc. I especially liked that at no time did I feel bored... I actually finished the game in one sitting.
Thank you for the review -- I'm delighted you liked it so much!
.
Well thought-out and executed story module. Clearly the intro to a larger work so hopefully you can continue it, Suruga. Played through with a cleric and a fighter. The fighter did well, the cleric was very frustrated. So, I'd say follow the builder's advice and run a fighter!
The combat is interesting and requires some thought. A hack and slash, charge-into-combat approach will not work in most cases, except when it's exactly what you need to do, of course. Getting surrounded is a real risk. The battles are well-balanced for the careful player.
A couple of things I noticed:
All in in a fun short romp with some interesting battles. Thanks for creating it Shuruga.
Thanks for the feedback! I'll address the technical issues you pointed out in version 1.02. Your point about the backstory delivery is well made; I agree that giving journal entries can be a very effective method for delivering backstory and lore. The reason I went a different route for this module was that I wanted to try and grab the player with an introductory cutscene and I felt that a bit of framing/background in that first dialogue would help to give the player a sense of things before they start roleplaying (then I decided to stick with that approach for stylistic consistency the one other time a bit of background seemed appropriate).
I tried to be succinct so it wouldn't be too awkward for the player -- though of course the line is subjective and I figured some players would raise a proverbial eyebrow. Hopefully where I landed doesn't come across as egregious for anyone. Probably in the sequel I'll rely more on journal entries if it seems appropriate to provide the player with more background knowledge that would already be known by the PC.
None of that is to dispute your underling point; I just thought I'd say I understand where you're coming from and provide some rationale for that design choice. :) I'm glad you enjoyed the module; thank you again for taking the time to provide a thoughtful review!
Thanks for the detailed reply!
Thanks for this very enjoyable adventure! The plot and conversation writing are truly excellent and gave life to the major NPCs. I did not have a problem with the extra details of backstory in the conversation, because it is natural during a conversation to think of things related from the past. Maybe add them to the journal for any who want to refer back to them once that node of the conversation has happened. All the cutscenes worked perfectly, which I know from experience means you invested quite a bit of time into them. Ending on a cliffhanger like that had me yelling "Noooo!" at the monitor. I fervently hope a sequel, and dare I say series, is soon to come. I will be waiting eagerly.
My only suggestion is you may want to mention the module is linear as some may criticize the module if they have allergic reactions to that. And this is not really a suggestion but voicing my personal preference... I love brand-spanking new characters and developing relationships with NPCs through simple 1st level quests. Considering the quality of your writing, I wish there had been some of that in this module.
Bravo! More, please!
One minor thing I remember... after being giving two paths to follow I took one but in exploration circled to the other. I must have stepped into a trigger that basically repeated the conversation that launched when I first arrived in the area. Both triggers are probably one shot, but they need to be tied together, somehow, too.
I'm glad you liked it; thanks for taking the time to write your review! I just edited the module description to include "linear" right at the top, because you're definitely right that some people might appreciate having that pointed out ahead of time. I also like your idea of populating a journal entry with information as the adventure progresses; I'll see about doing that for the next update.
The reason why I haven't released version 1.02 yet, you'll be happy to know, is that I've decided to let more feedback come in while I begin to slowly plug away at the sequel. That said, it'll be months before it is done, as my schedule is so packed with other things that I generally can only work on the module for a few hours each week.
My plan is to make the sequel longer, and while it will mostly maintain the tone and pacing of the first, the longer format will give the players the opportunity to get to know major NPCs in more depth... so hopefully it will scratch that itch you described. :)
Edit: I just saw your update about the double trigger -- thanks, I'll make sure to fix that. If I can quote Michael Bolton from the film Office Space, "I must have messed up some mundane detail." :)
@MysticHermitMonk Android EE is often on an earlier release than Windows EE, so modules created for the latest EE generally fail on Android with exactly that message.
Thanks for posting the update -- I was sad to hear you and other Android users couldn't access the module and I'm glad it is working now. Enjoy!
Wavered between 10/10 and 9/10, really outstanding module, especially for a first effort. Great work on the dialogue choices.
Intriguing story, interesting characters. Looking forward to future mods.
I suffer from loot-itis; carrying everything I find so I cen sell it later for better gear. This could be cured by a mention (in Game Tips, etc) that there are no stores/merchants in this module. I think what you mentioned, not having the random loot drops and putting healing stuff in other places, would work well, too.
I'm an explore so seeing map pins for an armory or other interesting places at the Duke's castle, then finding nothing but locked doors was disappointing. Maybe a sign outside saying, "do not disturb, by duke's orders forging weaapons and armor for army" or soemthing like that.
During the invasion, I was a little unclear as to where to go - exiting to the exterior, it is a new map and took a while to find the stairs down the wall. I thnk I was able to get up to the walls by the gate and actually shoot at invaders at the other side of the wall - that should probably be blocked off.
Then, when enough of the defenders had died and it was time to retreat, had trouble finding the door (don't recall if it was because there was no map pin or it was outside of the "explored" area of the map)
Overall, an enjoyable (but too short, lol) story. Thank you for some fun lunchtime game periods.
I'm glad you enjoyed it! I appreciate the feedback.
I've been extra busy with work the last few months and I had to step away from working on the sequel, but I suppose the silver lining is that the pause means it makes good sense to shift back to updating this module (now that so many good suggestions have been made) once things quiet down enough for me to devote some time to NWN again.
I look forward to getting back at it, and in the meantime I welcome feedback from anyone else who checks out the module!
Finished this on Dec 8th, I can't wait for a sequel! ;)
Cool little linear adventure.
I was also unsure during the invasion part, had to reload a few times there as i was running around and getting swamped by the horde in the wrong place.
I just posted version 1.02 of the module. The complete update log is in the attached walkthrough, but the main changes are (1) enemies no longer drop worthless loot bags, (2) some one-use items have been tucked away in the corners of some areas to reward explorers, and (3) one of the cutscenes has been modified slightly to hopefully even out the narrative flow. I also addressed a number of small bugs reported by players with comments up above.
Feedback on this new version is welcome. This looks stable to me in playtesting but I apologize in advance if I inadvertently broke anything; if so please report it here and I'll fix it up ASAP.
Enjoy!
I've been meaning to ask, when starting a game you get a Tyrbas Leather but in the armory there are Bas-Tyr Leather and Tyrbas chainmail, their description states "...the barony of Bas-Tyr." should it not be the Barony of Tyrbas instead?
Also in the Armory, in the weapons chamber, the bastard sword is in the 2H Bladed rack when I believe it should be in the one next to it, called Exotic while the Scimitars in the Exotic should be in the 1H Bladed
Oi, yes, thanks for pointing that out. The use of "Bas-Tyr" is a remnant of the original working name for the barony. I moved to "Tyrbas" when I decided to make the name of the barony the surname of the ruling family and felt that "Bethany Bas-Tyr" didn't roll off the tongue as well as I'd like. I thought I updated the equipment names but clearly missed one!
You're also correct about the bastard sword, of course; I think that was just me not paying attention and slipping into NWN2 mode where the bastard sword can be 1H or 2H... though certainly it should be in the exotic category regardless.
Thanks for pointing these out. I'll run an edit once some additional feedback has the opportunity to come in.
I've ran into a game-stopper for me.
After I get knighted and rest at the baronial apartments, I get woken up by the siege.
When I'm ready and get close to the door it transitions me outside but it gets stuck there. I see my character, on the rampart but the GUI never appears, I'm just there, unable to move or see my character stats or inventory or anything else. Pressing Esc doesn't help, I switch full screen to windowed mode etc not sure what's happening but on my first playthrough back earlier this month under version 1.01 I don't recall it bugging there?
My sincere apologies! I just reuploaded the v 1.02 module with that issue fixed. Mick (and anyone else in the same situation), to finish for your current playthrough, load a game before that issue and open the console (shift + ~) and enter the following:
DebugMode 1
dm_jumptopoint 12 8 amarinor_cellar
dm_runscript beth_joins
This unfortunately skips the courtyard battle and throne room cutscene, but will allow you to at least finish the rest of the content. Bethany will rejoin you a bit after you move down the hall.
I was looking so forward to that grand battle though haha
Ok, that did it, moving along with the adventure now.
People do not forget to DebugMode 0 when done.
Also, for macOS players, the way to reach console commands is Press the Enter key like to chat/talk or click mouse on bottom-left next to Talk and start by typing ##, like so:
##DebugMode 1
Yeah, sorry about that! :( My hope was to give you some console commands to get you into the battle but I realized that the area tag was identical to the earlier (non-combat) version of the courtyard, so if you use the console commands to try to jump into the battle you go to the earlier area instead. So, lesson learned: when duplicating areas in the sequel I'll be sure to manually adjust the area tag!
Thanks for the kind review! For the boar I was envisioning something along the lines of what you'll find if you do a Google image search for "giant boar." My hope was to give the deep forests a flavor of the dangerous while avoiding a combat scenario with lots and lots of enemies, since there are several of those elsewhere in the module. But yeah, point taken, it is definitely tougher than most of the goblins and other baddies you deal with!
I'm glad you enjoyed the joke!
We're approaching the 1-year anniversary of this module being released, and I thought I'd drop a quick update to let those curious know that I am indeed still working on the sequel. I don't want to speculate about when it will be done, as there is still quite a bit left to do and my availability to work on it fluctuates quite a bit (there was a period of several months where I made basically no progress, for instance...).
That said, one meaningful tidbit is that I recently passed 25,000 words of dialogue, more than 2.5x what is in Ruin of Tyrbas, and there are roughly 30 in-game areas ranging from "completely built and scripted" to "laid out with some work remaining."
I'm looking forward to releasing in due course! :)
Gave this a go after getting EE during the Summer Sale, and I have to say I really liked the concept and execution of it. Sometimes, it's better to not let the player get magical up the wazzo and instead limit their capabilities. It's a short module, more of a prologue, but it generally works well for the Fighter archetype it's meant to be if maybe requiring a bit of a different mindset than you usually expect for a fighter-focused module (especially given how Fighter is so badly limited in terms of skills).
The story is linear, but it also works pretty well as this is very much intended as a short module and there is not much to be gained from wandering in this story. And perhaps my greatest appreciation is the nuance available - no caricatures, you aren't locked to being completely stoic despite the story's preferred lawful alignment, and the dialogue is even able to mention tone which can often be a problem in text-based games.
The setting also has a lot of great potential teases, though I'll admit I think that it might have been beneficial if we got to see more of the barony first since as it is, we never really get to see the people at more than a glimpse. If nothing else, it would help us get an idea of what we were fighting for and might have been good for the interludes when we were getting some R&R.
Well worth playing if only to appreciate the clear effort that went into this.
Some more specific comments:
1) A lot of the soldiers looked like the only had shortswords; while I could get it for the initial skirmish (half of them just got out of bed), it leaves them woefully ill-prepared for the second major battle. IMO I would either swap out their sidearms with a halberd, or give them sword-and-board so they at least look like they're ready for a fight even if they're mostly just going to get swarmed anyways.
2) The combat can get brutal, but this is in great part due to being low level. And well, despite being a Fighter you really do not want to engage in every fight. That said, I do think that the lakeside engagement was a bit too harsh on how fast it eliminated your backup, especially since your escort can end up charging into melee and the player almost certainly won't have enough DPS to keep attention. As advice, grab the little explorable bonuses and be ready to pop a buff when a major fight happens - you need it.
3) I know you said you didn't want to have a loot fest, but it might've been good to at some point let the player get some extra gear and have some choices based on playstyle. For example, an opportunity to upgrade your Splint Armor into proper plate harness, or get a composite bow earlier, or perhaps some potions for buffs or healing. If nothing else, if possible it might be a good idea to try and completely purge the treasure table so that it's only useful things like potions or ammo.
Also, a potential bug: during the major battle (in 1.0.2) at the end my character was invulnerable for it, which lasted to the end of the module. Absolutely not complaining as the retreat didn't trigger when it should have (the left flank wasn't engaged until I tried to run around thinking maybe I missed a fallback out the north gate), but I'll admit without that the final scrap would have been a lot more brutal.
All in all, I'm eager to see where it goes. Maybe next time we'll get to tell the horse "Blutcher!" at the end
Thanks for the review -- I'm glad you enjoyed it! I like your suggestions and most of them would be reasonably quick; maybe I'll put out a new version to go along with the release of the sequel. Your comment #3 sounds like a bug I'll need to track down, though at least it is of the "beneficial to the player" variety! :)
Another year, another update: I'm up past 60,000 words and am hip deep in the final act. My availability to work on this still fluctuates quite a bit and even once I am "done" I'll need to spend a fair bit of time playtesting and debugging, so it'll still be awhile. But hopefully there won't need to be a third of these annual updates, at least.
Happy gaming in the meantime, everyone!
Save yourself some time, go on the forums and ask for a playtester. They are almost certain to find things (and make suggestions) that would slip by you as well.
TR
Thanks for the suggestion, I may do that once I get to the "final polish" stage.
A really nice little module. Just finished playing with a Paladin who tried to bite off more than she could chew in the final battle (and got stomped a few times before I learned better). I started at level one and got to level 5 by the end.
As others have said, this functions more as a prologue to a larger campaign, and it's a campaign I'd love to play. The cutscene near the end hinted to villains behind villains, and a potentially plane-spanning saga in the future.
But that is (hopefully) to come. This module was linear, with some tough combat for a low level and not wonderfully equipped melee character. Not a tone of loot out there. One good weapon near the end when I got knighted. And a pair of amazing weapons at the very beginning (the Offhand Axe: handaxe +3, 1d6 sonic damange, bonus skill two weapon fighting) hiding in the armory. All I needed was a high enough lore to identify them... (so I cheated a bit and summoned up a potion of lore via the command console)
All in all, a fun module to play as long as you don't mind NOT being overpowered.
I'm so glad you liked it! Thank you for the review. I am happy to report that I am still plugging away on the (much longer) sequel. My work schedule ebbs and flows and the latter part of 2023 was particularly brutal, but it has been much easier to find pockets of time since the holidays; hopefully that will continue. I'm into the epilogues now, then I'll need to spend some time playtesting, balancing, and debugging before I release it into the wild.
My work being what it is, I don't want to make any timeline predictions, but I'll get there eventually. Positive reviews on The Ruin of Tyrbas are very motivating, so thanks again!
Very minor update/teaser: in working on the sequel I've built a worldmap to hopefully orient and immerse the player. The Ruin of Tyrbas takes place in the same area of the world, so I thought I might as well post the map here too.
The map is now available as one of the new thumbnails at the top of this page. (Disclaimer: in the sequel the player won't be visiting all of the marked locations!)
Is the sequel a little less linear than the first module? I'd like that, but even if it is linear I'm looking forward to playing it.
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