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NWN MODULES

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Title  Oslan Legacy
Author  Rhysca
Submitted / Updated  05-04-2003 / 02-17-2005
Category  Dungeon Adventure
Expansions  SOU-1.31
Setting  Land of Oslan
Gameplay Length  40
Language  English
Level Range  Adventurers should start the module with a low level (1-3) character.
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Medium
Classes  A party with a balance of skills is best.
Scope  Epic
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  Any
Max # Players  Any
Min # Players  01
Min Character Level  Any
Content Rating  Teen
Alignments  Module does not react automatically to alignment. Have fun DMs!
Description
You have travelled a long, baren, and rough trip across the sea and have luckily discovered an uncharted island. As you approach the island, you see structures and docks. The structures look normal and the docks match your ship configuration. You have a few supplies remaining in your cargo box and are very tired. It would be wise to find an inn to rest and restore your health. You dock your boat...

Files

NameTypeSizeDownloads
Rhysca17OslanREADMEv1.12.txtRhysca17OslanREADMEv1.12.txt
Submitted: 05-04-2003 / Last Updated: 02-17-2005
txt12.09Kb1394
--
OslanLegacyv1.12.zipOslanLegacyv1.12.zip
Submitted: 05-04-2003 / Last Updated: 02-17-2005
zip4.1Mb1594
--
SCORE OUT OF 10
4.25
2 votes
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Comments (21):

Posted by Armin at 2005-12-09 12:06:51    Voted 3.50 on 12/09/05
Found this in the overlooked module list and couldn't believe that a module would not gather a single vote in all these months. I *can* believe now.
Frankly, only the most epically patient, frustration-resistant folks will probably get over the i.n.c.r.e.d.i.b.l.e. slow beginning. I, too, usually don't vote for a mod I don't finish, but honestly, you'd have to PAY me for going through this endless series of huge, pointless, almost empty wilderness areas again just to reach the first major roadblock...
If you look for some quick entertainment - or anything actually *happening* within the first, say, hour or five - this mod is not for you.
_________________________
With magic, you can turn a frog into a prince...
With science, you can turn a frog into a Ph.D....
... and still keep the frog you started with.

Posted by Kristy ( 24.9.xxx.xxx ) at 2005-05-08 15:32:00    
Slow-paced and enlightening.. lots of opportunity for DMs. Long and intereting journey toward something worth adventuring. I like the unique areas. Complex traps and meaningful and functional mazes.

Posted by Rhysca at 2005-03-06 10:14:00    Voted 5.00 on 02/28/04
Mirgalen,

Oslan is the name of the territory. There are, however, two islands. The second (northern) island is not accessible in this module. In fact, only the lower portion of the first (southern) island is accessible here.

DMing might be fun, but I have little time to commit with two children (ages 1 and 4), a beautiful wife, and a busy life. Perhaps we could schedule something.

The hunting quest provides only GP. The hunting itself provides the XP for killing the runaway deer, but upon returning the meat and hide to Haggar, GP is rewarded. Every animal in Oslan provides this source of income. It is true that only you get the XP for killing the animal, but whatever rules NWN follows regarding XP with familiar support is by default used here.

Another Port Kall quest hint - try to help out the two ladies that are being bothered by the drunk man. Keep an open mind! Port Kall isn't a very busy town.

I am not familiar with the pile of bodies in the church, unless they were carried there. The church is impartial towards all races.

First, the map. The player map was included to be researched/read/investigated. I encourage it to be used by any and all PCs in conjunction with playing the module, at any time. The DM map, however, should be used only by the DM. Another note, the 'base' is not any one city or town from which all quests originate. The quests are scattered and are intended to lead the PCs around (and beneath) the land.

Don't worry about ruining the adventure by reading the map. The player map was built as a common-knowledge source of information for all PCs and will not spoil the epic. There are plenty of places not on the player map from which, quite frankly, people have not returned to prepare.

Regarding the gypsy, go north of Oslan. When you enter the city (Oslan Entrance) from the East, look for another exit at the northeast corner. It is also encouraged that PCs adventure north of the farmland just East of Oslan. The map shows all of the accesses to the area north of Oslan. Here is one example of how the map can help get PCs out of the pub and into adventure.



Posted by Mirgalen ( 221.124.xxx.xxx ) at 2005-03-05 17:12:00    
Hi Rhysca,

I did not reload your module yet but I do plan to. In fact we could use my server and you could perhaps DM a small group of players to get them "hoocked". BTW Oslan is the name of the island right?

The world comes first next the story that's the way to go.
I also like the "Tales of Celts" by ROME for the same reason.

Hunting quest? May be you get XP if you kill the thing not somebody else ;-)
I will have to try that again. Could be an issue with familiar doing the job.

If you visit the Church as the hobbit why there is a pile of bodies on the ground next to him ;-)

If you find that "gypsy" please cast hold person and SMS me her location, my character walked all the way accross the island and never found where she is hiding. The very same character got lost while trying to walk back - had to cheat and look at the player map to return to base.

No live web site but I may have to load one when I get my Earthsea Wold map completed. You can contact me within Bioware site or Neverwinterconnections site.

Cheers,

Posted by Rhysca at 2005-02-27 20:33:00    Voted 5.00 on 02/28/04
Mirgalen,

Have you had a chance to experiment further with this module?

I never thanked you, but thanks for the comments. I appreciate your insight into some of the aspects of the module that I wanted to bring to the community. I tried to make it as immersive as possible.

I developed the land first, then the story on top of it. As with all cultures, the inhabitants adapt to the land, not vice versa. I wanted to give the PCs a feeling of being there, being a part of the unfolding story. Albeit hidden among the myriad of inhabitants, once the path is found, it will take the PCs to a worthy end.

One note: PCs must be cautious and keenly aware of their surroundings. Distractions outside the game may cause the PCs to miss something that will kill them. The wild is unpredictable, subtle, dangerous, and persistant. It has been around much longer than any one of its inhabitants.

Just to clarify a few things. The hunting quest does produce XP. Return the hide and meat, and you get GP and XP for either (hide a bit more).

How does this fit into your Earthsea campaign? Do you have a website?

Posted by Rhysca at 2005-02-17 21:03:00    Voted 5.00 on 02/28/04
Mirgalen,

The module is actually an epic. It is intended to bring the user from level 1 through around 10 or 11.

A level 1 character can make it to level 2, without fighting anything, in the town of Port Kall (where the module begins). The module constantly challenges the characters so that it is not easy to make it to the next level. You have gained about 400 XP merely from the 3 generic quests in Port Kall.

To further unlock the epic, I suggest that you either look at your journal more carefully regarding a gypsy or talk to the church resident in Port Kall to learn about this gypsy. Through a series of foot expeditions around the southern parts of Oslan, the PCs learn the territory. The Player map included with the module is intended to help PCs get to understand the well-known parts of Oslan. (Don't read the DM map unless you want to spoil the journey).

Stray too far from the public areas, and you are bound to wind up in trouble (have to fight nature). You will not have a choice eventually. To journey beyond the norm, you will have to step off the beaten path.

As far as resting is concerned. Only battle, time between rests, and public areas should prohibit sleep. I tested this extensively. One thing, if you are too close to a public road then you can't rest. Step away closer to nature and you will be able too (but not too close!)

I have to confirm that the README is slightly misleading. When you die all of the items you were wearing are on the corpse lying next to you and you have 1 HP. Everything else in your posession is still in your inventory. I will change the README to reflect this.

Keep the questions and the interest coming! You have recharged my NWN obsession.

Thanks,

Rhysca

Posted by Rhysca at 2005-02-17 21:03:00    Voted 5.00 on 02/28/04
Mirgalen,

The module is actually an epic. It is intended to bring the user from level 1 through around 10 or 11.

A level 1 character can make it to level 2, without fighting anything, in the town of Port Kall (where the module begins). The module constantly challenges the characters so that it is not easy to make it to the next level. You have gained about 400 XP merely from the 3 generic quests in Port Kall.

To further unlock the epic, I suggest that you either look at your journal more carefully regarding a gypsy or talk to the church resident in Port Kall to learn about this gypsy. Through a series of foot expeditions around the southern parts of Oslan, the PCs learn the territory. The Player map included with the module is intended to help PCs get to understand the well-known parts of Oslan. (Don't read the DM map unless you want to spoil the journey).

Stray too far from the public areas, and you are bound to wind up in trouble (have to fight nature). You will not have a choice eventually. To journey beyond the norm, you will have to step off the beaten path.

As far as resting is concerned. Only battle, time between rests, and public areas should prohibit sleep. I tested this extensively. One thing, if you are too close to a public road then you can't rest. Step away closer to nature and you will be able too (but not too close!)

I have to confirm that the README is slightly misleading. When you die all of the items you were wearing are on the corpse lying next to you and you have 1 HP. Everything else in your posession is still in your inventory. I will change the README to reflect this.

Keep the questions and the interest coming! You have recharged my NWN obsession.

Thanks,

Rhysca

Posted by Mirgalen ( 221.124.xxx.xxx ) at 2005-02-14 21:21:00    
In fact this module is great.

My character walked all the way from the village to the big town you do see/hear realistic things, people, deers fleeing when you approach, even a NPC who did the same. Followed the guy in his cave, tried to convince him I was neither IRS nor FBI but he still did not want to talk. Perhaps it is related to whatever plant he is growing in the wilderness ;-)

Followed a river downstream as well as the coast line. Went to some waterfall, crossed bridges. Paid to use a road...

There is really something in here. However there is a big BUT and perhaps the author can enlight us. A level 4 character can venture in the wild and even do a quest or two (note that there is no XP for the hunting quest) but what can a level 1-3 possibly do? Even the boy quest was scripted in a way that the XP you get will drop from 200 to 100 to 50 and so on down to 1 I guess.

After playing a bit with a few of my existing characters between lvl 1 and 4 I made a character just for this module: A hunter (A ranger who can even become Ranger/Druid if need be). But hey, he can handle a badger or two but not a horde of rats or some big cat. So when you reach 400 XP or so what next?


Posted by Mirgalen ( 221.124.xxx.xxx ) at 2005-02-14 03:52:00    
Hi and thanks for answering.

My previous post is wrong, you can see dead bodies on the ground, you can take things from them (I think) and bring their body back with you in case you know a way to ressurect them. So this part is fine.

The part that is more tricky is below.

I must have tried this immersive module at least half a dozen time and in a way I still don't get it.

In terms of quests, I can get the few basic ones (3 quests I think) and I have explored to some extent the two maps North of the village, the underground tunnels and even the Town with the big "shopping mall".

It would be easy to get a few players in there and role-play their character (for example my Baba Yaga character is thinking of having a few children for dinner) however I still have no clue how to "unlock" the quests.

Another issue (minor I hope) is the random monster and the monster respawning system that will affect in one way or another the resting options of the characters.

So far, all my characters went back to the inn to rest. I was just playing with my barbarian (LVL 4) who was hunting in the wilderness. The area appeared safe as they were falcons or hawks flying over looking for preys. My character found a nice rock and decided to have some dry meat and warm beer. Yet he could not rest (had to wait another 3 hours or so). I left the computer to make some tea or whatever, I came back to see various critters who wrongly assumed that my character was perhaps tasty enough. After a little fight my character was hoping that he could rest on that very spot but no, he had to waiste precious healiing potions (just in case) and head back to town.
This can be a real issue say for a spell caster or somebody who is injured and with a low supply of healing kits/potions.

I do not want to give up yet on this module even if fights can be very tough because I need this type of modules for my Earthsea campaign.

I would be glad if anyone could help.

Posted by SirRhysca ( 24.9.xxx.xxx ) at 2005-02-12 21:02:00    
Mirgalen,

Yes.. you are correct. You should not have lost your possessions. As you can see, I have not done any work on this in some time, since I thought there was no interest in my module. I spent over a year making it, and decided to stop since there was so little interest. I visit occassionally in case there are questions.

However, now that you have tried it, I'd like to get this problem fixed. Have you tried to go further in the module? Have you upgraded to the latest version of the HotU expansion and have the CEP installed? If I am to fix my module, then I would have to load it into the latest updates that are on my PC and don't want to thwart your progress.

BTW: I am trying to restore my account with NWVault.

Rhysca

Posted by Mirgalen ( 221.124.xxx.xxx ) at 2005-01-28 04:21:00    
I downloaded the latest version and was hosting it on my server as part of my Earthsea campaign.

I like the settings fitting exactly the character I play (an ex-fisherman who is now a ruthless sea trader).

The first thing out of town is the set of caves. Everything (i.e. quests) seems to point to that part.

Got in, even found a key (probably the same you can buy in town) found a locked door. A bunch of respawning critters, a few more dangerous ones.

The trouble is I never could rest even with a campfire and a bed roll.
Next, while still wandering around looking for an exit one critter killed my character. Fair enough. Now, the things he had equipped are gone. Not exactly what the readme said. Correct?

Puzzled.

Posted by Rhysca at 2004-02-28 20:46:11    Voted 5.00 on 02/28/04
Fun: 5   Layout / Design: 5   Dialogue 5   Originality / Creativity 5   Quality Control 5   

Posted by Rhysca ( ..xxx.xxx ) at 2003-11-08 15:10:00    
otter12,

Thanks for your feedback. This module was intended to focus on the role player and the story, not the action player and the fighting. It is critical that you read your journal and interact with the NPCs. The NPCs will not hold your hand to the finale. You must 'get' information.

Most modules (Olsna Legacy excluded) are about attracting the biggest audience, which means sacrificing the community aspect (playing with other players) of the game and focusing on the items and gold.

This module is an adventure, and will lead the PCs towards something worth questing for, not to only level the players and bring them the biggest and best items.

Patience is key. Listening to the NPCs, interacting with them, and paying attention to all the surroundings (the hemisphere surrounding each PC above the ground they walk on) is vital to engaging in this epic adventure.

Thanks,
Rhysca

Posted by Rome ( ..xxx.xxx ) at 2003-11-01 15:02:00    
Its too hard to find the adventures here and the city is full of folks with nothing really to say. Some interestingly named stores were locked Digitalis for example. Can you make this easier to have fun in please?

Posted by Rhysca ( ..xxx.xxx ) at 2003-08-24 13:06:00    
I uploaded a new module. The death system was updated, a ewn README, and some upgrades were implemented based on some new additions to the new SoU v1.31 patch.

Posted by Rhysca ( ..xxx.xxx ) at 2003-07-14 23:32:00    
I uploaded new maps, new README, and an upgraded module.
1) smoothed the cliff in encounter difficulty near the end of the epic
2) lowered the frequency of random encounters for low-level characters
3) added a four-corners encounter leaf at the central mountain area

Please leave feedback! I'd like to know how this module is working out. I have spent a lot of time on it, and I have heard nothing.

Thanks.

Posted by Rhysca ( ..xxx.xxx ) at 2003-05-18 22:39:00    
Feedback anyone?

Posted by Rhysca (William Johnsen) ( ..xxx.xxx ) at 2003-05-12 05:52:00    
Looks like all downloads are in line now. It apparently was just the server farm needing to cross-pollinate the file. Got aliased.

Posted by William Johnsen ( ..xxx.xxx ) at 2003-05-10 15:25:00    
Sorry, folks. I'm new at this update entries bit. I just uploaded the new README and ZIP. THe README link is updated. The ZIP link should be updated soon...?

Posted by William Johnsen ( ..xxx.xxx ) at 2003-05-10 09:52:00    
The downloadable zip file now contains maps for players and DMs, as well as the README file.

Posted by WIlliam Johnsen ( ..xxx.xxx ) at 2003-05-08 21:09:00    
I just uploaded a README file with information for both players and DMs. Two maps of Oslan and the area this module takes place in will be available soon, for players and DMs.

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