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Title  Scourge of the SlaveLords: Pt 1
Author  JayAre
Submitted / Updated  09-03-2004 / 04-17-2006
Category  Classic PnP Conversion
Expansions  Requires All Expansions (SoU & HotU & CEP)
Setting  Greyhawk
Gameplay Length  3-6
Number Players  Solo / MP (one Party)
Language  English
Level Range  Solo 6-9; if Multi-player 6-8
Races  any
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Medium
Classes  any (Good idea to have a Cleric or Thief in Party) There is a good mix of Henchmen included in the game, located in three areas within the city.
Scope  Part of Series
DMNeeded  Part of Series
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  09
Max # Players  06
Min # Players  01
Min Character Level  06
Content Rating  Teen
Alignments  any (neutral or good is recommended)
Gameplay Hours  03
This is a conversion of the 1986 'Scourge of the SlaveLords' which is the combination of the 'A1-4' series modules(Slavers).
You and your fellow adventurers have been recruited by Lady Dame Gold of Safeton to take a special antidote to her sick and dying brother, but on the way, found out that the Lady and her guests had been taken as slaves. While pursuing them you and your fellow adventurers were betrayed and taken as slaves aboard the slaveship, the Ghoul. Here you must fight your way to freedom or become slaves for the rest of your lives.

In the second chapter, after your escape from the Ghoul, you start your journey, ill-equipted with your newfound freedom, you want take revenge upon these slavers for what they did to you and to help free your friend, Dame Gold. First, it would be wise to find out all that you can about who these slavers are and where they are taking their victims.
This is a Semi-HCR module:
-(LimitedRestTime/No Armor when sleeping/Requires Bedroll and Food when resting/Require Cleric or Heal potions to heal Full healing does not happen when resting, that's what clerics are for.)
-Bleeding in effect
-Re-Spawn in effect
-No Stone Of Recall
-It may be benificial to have a deity named, so that you may pray to them if you are dying.
Mac-users may need to use CEP 1.52 version, because some MAC-users had difficulty getting a few things to work properly in the game.


2006-04-17Hall of Fame Interview - JayAre (Scourge of the Slavelords)Steve Savicki


Submitted: 09-03-2004 / Last Updated: 01-25-2006
Submitted: 09-03-2004 / Last Updated: 03-19-2006
Prologue Movie File. Place the "Scourge_Prologue.bik" file in your NWN "movies" folder. Forgot to add this file with the last Update. So SoRrY!
Submitted: 09-03-2004 / Last Updated: 01-25-2006

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
CEP v1.51 Full (.RAR)CEP Team2004-10-19--** Please note : This is an outdated version of CEP. It does not work with NWN v1.68. **
41 votes
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Fighting Captain Girana for freedom on the Ghoul.

Slave Lord's Den.

Sneaking around in the Captain's Quarters.

Where are all these ants coming from? Somebody must be having a picnic close by.

Let's see what they have on the menu...

Peta the Druid is gonna have a fit when he see this!!!

The homeless of Highport.

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Comments (198):

  1  2  3  4  5  6  7 Next>

Posted by Redboy at 2011-05-06 05:30:30    
Hi, sorry I am fairly new to the custom content side of NWN. I am having an issue when trying to play this mod. I have downloaded all hak files and the latest CEP that are needed and when I am trying to load the mod, it says I am missing the 'custom talk tables' - any suggestions please.

Posted by Razide0506 at 2008-10-14 09:01:06    Voted 7.00 on 10/14/08
The best thing about this module is the visuals: the module looked great and was very atmospheric. There's also a lot of clever scripting employed to recreate things found in the original module (or at least I assume so, since I don't have the original to compare with). As for how it plays, it's pretty obvious this was meant for multiplayer: there's little roleplaying involved, and the story is mostly just a series of combat encounters, with almost no sidequests. I found at least one significant bug: when I entered the slaver compound, one of the guards approached me, saying he needed to talk to me. However, no conversation was initiated, and clicking on him did nothing, so I simply strolled into the compound, right past the guards, even though I had just killed a bunch of slavers a moment before. Also, the module started with my pc as a slave in the hold of a slave ship, yet the guards did nothing but yell at me as I walked around the hold and eventually climbed the ladder to escape. That really broke my immersion in the game, and the merchant in the slave hold also hurt the realism as well. The combat was mostly easy, except in the aspis caves, where it was difficult, and there was just way too much backtracking. Overall, it wasn't bad, but it wasn't great either.

Posted by WeAreAllKosh at 2008-01-21 16:16:16    Voted 4.50 on 01/21/08
Wow, good job, JayAre! I've never seen a module designer react so professionally to negative feedback. (Rare) good example for other designers. I'll bump my vote up by two. Sure, it's still a poor vote, and it doesn't make much of a difference anyway considering the module's average. But I've (more frequently) taken points off for designers getting nasty at any vote under 7, and I like to be consistent with my voting. You're now on the list of good mod-makers that I mention when I'm venting at the primadonnas.

Posted by WeAreAllKosh at 2007-11-10 18:35:24    Voted 4.50 on 01/21/08
JP2U, what are you afraid of? There is a voting system and it has values below 6 for a reason. If major bugs don't warrant a poor vote, what does? If the bugs are fixed later, you can update your vote. Honest votes are needed to help players get an accurate idea of what they're spending the time to download.

For my part, I wish I hadn't spent the time on this. This module (and my comments reflect this one alone since I didn't even bother with 2 and 3) is a mess, plain and simple. Everything it tries to do, it does wrong, whether it's mimicking the PnP adventure or doing something new. Plenty of constructive comments offered hither:

The installation of the whole series was the first sign of things to come. File after file after file after file, executables and archives, some archives with folders and some without, multiple copies of modules because some are placeholders and some aren't, modules split up into prologues and main modules with one module (A4) that isn't even mentioned anywhere in the readme's. Constructive comment: assemble a complete trilogy package with the needed files and nothing more (and that includes the content from the 1.67 patch; I shouldn't have to download the whole collection of tiles for the few that this series uses). A nice, quick, convenient conduit for the player that gets things started on the right foot.

Reading the documentation was bad sign #2 thanks to those magical letters ... H ... C ... R. UGH. Kill me now. So I can only rest every eight hours ... and I get fatigued if I don't rest frequently enough? Wonderful combination. While I'm required to have a bedroll in my inventory to rest, why not require me to have a pair of underwear in my inventory? Otherwise the armor chafe will just be insane! I'll of course have to use it near a body of water every now and then or I'll be in danger of catching a disease. You might want to spread some outhouses throughout the module too and require me to use those every few hours, lest I incur severe combat penalties for 'having to go.' Hey, while we're adding things that impose all sorts of tedious real-life restrictions on me without adding -anything- to the game, we might as well go the distance, right? Constructive comment: stop trying to mimick rules that might work well in a tabletop game but do not translate to a video game. Wait, what the heck am I saying? That stuff doesn't even work well in tabletop! Most of my tabletop DM's couldn't care less about whether I have a bedroll or enough rations. Ok, forget all that. New constructive comment: Stop trying to mimick rules that suck.

At the doc's instruction, I examined everything in the module ... for about twelve seconds, because over half the items didn't have unique descriptions. Constructive comment: be consistent with your descriptions or don't tell me to examine everything ... especially when I'm hesitant to take too much time doing anything when I have to worry about the onset of fatigue.

Once inside the prologue, we begin the bugfest. I encountered two creatures that were supposed to be hostile but weren't. The first mate who attacked my henchmen without going hostile on me and the ... other ... first mate ... who just stood there doing nothing, not even offering any kind of dialogue, before I just attacked and slaughtered him. Finally finding my equipment in the Captain's cabin, I realize that only my equipped items (not my weapons, potions, ammo, limited use items, etc) were there. Investigating in the toolset, I found a blatant bug in the item strip quest that allows no more than one inventory item to be placed in the chest. Wonderful, so I lose a bunch of my hard earned items when that isn't supposed to happen because the designer didn't bother to put the module through anything resembling a playtest.

When I reach the A1 module,

Oh, wait, constructive comment: Playtest. Playtest. Playtest some more.

As I was saying, when I reach the A1 module, my game quickly degenerates into a day at the mall. This merchant won't buy this item, that merchant only sells this item, this merchant doesn't have enough gold, this merchant that merchant this merchant god help me. It's at this point that I begin to notice a curious pattern -- any module maker who uses one goofy 'realism-based' modding technique (resting restrictions, food rations, specialist merchants, economic systems, respawning enemies) uses -all- of them. It's either all or none. Always. Just curious. Constructive comment: mimick the PnP experience (imagine that!) by just letting me buy anything I want to buy without having to run all over the place.

When I get inside the temple, I find myself hit with visual descriptions of every area. This is even if an area opens with a battle ... thus giving me no chance to read ... the description. Wait ... why do I need these areas described to me in the first place when ... I can see them? With my own two eyes? I'm not sitting at a table trying to visualize these places in my head. I'm actually there. Seeing them. Without visualizing. -Video- game. Video. Not board. Not PnP. Computer Game. Please god. Make distinction. That was my constructive comment, btw. Make distinction.

Battles were something akin to striking my head repeatedly against a barbed wire wrapped pineapple. I don't think I've ever seen so many swarms of Dire Rats. And I've never seen the variety that appear out of thin air ... five seconds after I killed a swarm on the very same spot no less. The same groups of creatures just keep respawning and respawning so that the game devolves into a tedious hack and slash. Take the slaver group that keeps respawning in the Temple areas. Not only is it the -exact- same group of NPC's, but each one has the exact same equipment! Right down to the types of potions and scrolls. Constructive comment: far more can be accomplished with a few well-crafted groups of non-generic creatures that -stay dead- when you kill them. Want to give the player something to do during those long tedious walks back to town? Give him a recall stone. So there is no long tedious walk back to town. Just like PnP (imagine that!).

The author clearly likes copy 'n' pasting. He copy-pasted descriptions from the Greyhawk setting books, he copy-pasted entries from the original adventure, he even copy-pasted dialogue from one NPC onto others. I encountered two doppelgangers disguised as slaves who had the exact ... same ... dialogue. Not just generic two or three word comments, mind you. Whole emotion-filled conversations. The module feels like a patchwork quilt, with a little patch from Greyhawk Gazetteer here, a little patch from the original A1 here, even a graft from this NPC to that NPC. I realized that much of what I liked about the module (custom creatures and items from CEP, the abundance of Greyhawk lore, the Greyhawk shields, loved those shields!) was someone else's work. I can't even credit the designer much for bringing it together because he brings it together poorly.

I finally decided this wasn't the worth the trouble anymore when I found myself in some sort of courtyard being slowed to a crawl by some kind of entangling branch effect that I couldn't even see so I couldn't even begin to figure out how to escape from it. Maybe in a PnP game. But in a video game, things just don't work the same. I started this module with the same character I used to complete Against the Cult of the Reptile God by Rich Barker -- a conversion of an old TSR adventure just like this one. Only done completely differently. It doesn't try too hard to be the original, complete with HC rules. It just tries to be a good NWN module that is based on the original. My constructive comment for the above patchwork quilt observation is this: check out Barker's work and see what you can pull off with a little creativity that doesn't compromise the efforts to pay respect to a classic D&D module.

Posted by JP2U at 2007-10-19 11:59:04    
I continued to try to play this mod mostly to find out exactly how many bugs there were...

10) remains of the half-orc leader (in the room full of "big slaves") crashes the game if you try to loot

11) the barrel to Sturm's left (to your right as you're facing him) crashes the game

12) doppelgangers are always immediately hostile and immediately visible as what they are... they never use their shapeshifting power (like the dm guide with the mod says they're supposed to)

13) some silly things that Mirgalen already mentioned like slaves not leaving the ship once freed, NPCs attacking your henchies without being hostile to you (the second mate), and the flamethrowing contraption which the mod author says in the guide he was only able to make the script have fire once instead of three times like in the pnp module. But, in FACT, it fires automatically three times in one round (for about 40 hp dmg each blast)...if i recall correctly the pnp verison of this device did a maximum dmg of around 24 (like 3d8 i think) so this is around 5 or 6 times as powerful and it WILL instantly kill anyone but rogues, very high-CON warriors, and those heavily protected from fire. It's a trap appropriate for about 10th-12th levelers I think, not for 6th-8th, especially if they've had gear stripped from them.

I won't rate this module because if I did, with all the things horribly wrong with it, it would be less than a 5. If the game crashing could be fixed it would be about a 9.25 or 9.5 (since it would still have the other problems mentioned).

I'm running 1.68 and have every version of CEP (1.51, 1.52, 1.53, 1.53 cloak patch, 2.0) and every patch of every kind (1.67, etc.) I've ever seen so I don't think it's that. I've never had problems like this with any other mod... This is absolutely the worst I've seen. Just for comparison, I played one mod that was great but at one point I killed a goblin who was a member of a special faction and who was already attacking me. I did it in front of a bunch of petrified explorers who I think were neutral faction and didn't like my killing of the goblin so these statues all go hostile (doesn't matter since they can't do anything) but somehow their hostility starts cascading throughout all the other commoner faction NPCs in the whole module and next thing you know I've got a whole city after me... a city full of NPCs who couldn't possibly know or care about the goblin. This was incredibly disruptive to the game since it meant, for just one example, that NPCs who were supposed to be throwing me a victory party at one point all are trying to kill me instead. That's a fine how do you do! I had to manually reset the factions of scores of NPCs throughout the game. Anyway, I went into this longwinded digression just to make the point that this mod's crash issue is WORSE. At least that bug had humor value but this one has nothing in its favor.

I went on to play the author's A2 and feel free to read my review of it.

Posted by JP2U at 2007-10-18 13:47:05    
Several things are making the module virtually unplayable....

1) shiny water crash/load problem... fixed it.

2) console command "dm_movetoarea" doesn't seem to work... this is very bad because of bug #3...

3) Gagged Wench Inn... When going in the room you lose the key, then the door shuts behind you and you're locked in and can't get out. I mean you're locked in... period... you WILL spend the rest of your life there and never leave. Not only that but when you try to rest (which is what you came there for), it says "The local authorities only allow resting in inns." and you can't rest. I'm locked inside the blinking room for pete's sake! I suppose having the key in your inventory identifies you as "being in an inn" so when you open the door and lose it you're no longer techinically inside the inn?!?! Since rest is so critical to success and so tightly restricted in this mod I'm really surprised and dismayed that the main rest area to which you're referred coming off of the boat was so poorly implemented. Of course you can rest for free in the temple of Boccob but the damage to the smoothness of play and sense of immersion is already done.

The following problems I can't seem to figure out... they have been referenced here (on pg. 2 of the comments) by Steve Savicki but no answer given.

4) trying to open at least one storage room rack (on boat) causes crash (first one on your left as you open the door).. i won't check the others for fear they'll crash me too.

5) one sailor's chest causes crash (as you enter the sleeping quarters from the lower deck it's the second row from you, second one from the wall). tried it twice and crashed both times.

6) female gypsy merchant causes crash

7) Boccob merchant causes crash... tried twice.

8) Kerg Brokenbones causes crash

9) Nord's general store causes crash

The metal merchant and the male gypsy merchant don't cause crashes but there's lots you can't sell to them.

Frankly I'm now just too scared to check any other merchant to see if/what I can sell to them. I've got sleep wands and a big pile of scrolls that I think I'm going to just throw in a trash barrel and maybe give myself some gold for (unless that console command is somehow disabled also).

When over two-thirds of the merchants in a mod crash the game and random containers crash the game that is, regardless of whatever other exemplary qualities it might have, very poor design.

Can anyone give me any advice here? Can anyone give me a fix or a workaround so I can enjoy this mod like everyone else seems to have done? I loved the pnp megaomodule and would love to rate this adaptation high but right now I can't rate it at all since it's unplayable... has crashed at least 8 times in the first hour playing.

Posted by namiph at 2007-07-22 13:15:34    Voted 9.75 on 07/22/07
Really enjoyed this mod and CEP features, animated trees truly amazing and difficult to destroy.

Posted by Mirgalen at 2007-06-09 06:25:47    
I have given a last try to this module that I would possibly rate around 4 (2 for fun, 3 for gameplay and 1 for "realism" compared to the PnP feel) sound was plain vanilla and visuals were just above average for what I have seen btw.

Here is the last "pearl" I found:
We fell in an area (courtyard) where we could find only one exit (with no way to tell what could possibly be behind the door), the cautious adventurers would probably use invisibility (or hide) before going in and would retreat to the courtyard if outnumbered or something and so we did. Once we got in the next area (another courtyard full of hostiles creatures), it was obvious that we had to retreat and fight another day, the problem is that before we could take any action (no initiative? true seeing?) we were hit by three (not one) fireball type of thing (from some war machine fired by who?) and two of the three party members were dead included the dwarf fighter with almost 100 HP. Got a funny message "your God did not listen to..." (oh yeah if Torm does not listen to his Paladin then who?). We got to a fugue plane and guess what there is a thing that could be used to customize the game (well why not in the area before the first cutscene, what would player need to die and suffer whatever penalty before being able to configure the game the way they would see fit for maximum enjoyment?).

Anyway I am done with this poor conversion some players may like it since it is a HoF module but I do believe that it is highly overrated.

Posted by Mirgalen at 2007-06-09 03:23:30    
I may sound very negative when I write comments but I want the author to know that I too did play A1-A4 followed by G1-G3 during my PnP days. I played with a weak Magician btw (with less than 25 HP). I also played another conversion available on the vault (with a wizard) so I am not writing all this out of the blue.

* Minor Spoilers *

After the very tedious and unrewarding prologue on the aircraft carrier (all the slaves should be free and a few XP for that would be nice). My paladin left with some stuff (but no healing potions since we used about 20 of them just to defeat the boss thanks to his DR item) and could only do one thing: find a place to rest. Got a room, two henchmen and went to rest. After that had no choice but to use lay on hand right away (due to silly HCR system). I did not want to risk venturing out w/o being able to heal somebody so we did rest again after giving some gear to the henchies. Next we got out, went to the marketplace, did a bit of selling (but did not ask questions). After "taking a turn" we got attacked by four "slavers" (oh yeah?!) we took them down but it was a close thing. My char got disabled or something. Quickly checked the manual and could not find anything or spell that would reduce all stats to 3 and HP to 1. Not to mention that any spell you may wish to cast is gone as well as lay on hand may kill you (regain -28HP?). Crawled back to a safer area and had to rest on the spot (Str 3 with full plate, shield and basic gear). Afte resting the disable effect (whatever that thing was) was gone. Used lay-on-hand (no choice there) and went back to the inn to rest and regain spells (spell slots empty). Believe me or not after all the trouble we went through, I got another silly HCR message like "sorry you must wait another 14 hours to rest!".

My guess is that to play this solo one should bring an uber character with regeneration and some other nice goodies or possibly play a cleric. Walking away from the machine just to let the time pass before being able to rest is not really fun and does not really add anything to the game.

I am going to try this one more time and hope that at some point the game will become less tedious and more interesting.

Posted by Mirgalen at 2007-05-17 04:36:20    
I was hoping I could play this one before going after the Giants (G1-G3). I played a little bit but I may not finish it.

* Minor Spoilers *
1. There is an item strip script right from the start. I hate that stuff. It may be possible to get your inventory back (can't tell).
2. You are a prisoner/slave yet you can walk around break doors/chests take everything you want the guards will only complain a little. Not very logical IMHO. Also it does not matter how you dress (sailor uniform) and/or if you go around with weapons or not.
3. Unless you are a rogue you must kill a NPC (not so good for a paladin). Right after the nearby NPCs came to fight but w/o being hostile (minor bug).
4. The deck does not look like a sailing boat deck.
Is this an aircraft carrier or something?
We cleared the deck but the captain killed the dwarf before falling. Not sure if he can be raised.

I am sure there is more to it but HoF or not this part of the module is way below average IMHO.

Posted by Riona at 2007-03-03 13:46:07    Voted 8.75 on 03/03/07
This is a fun and solid module that definitely feels "retro" (as it's based on a very old Greyhawk module) but still has a more modern NWN feel. Of course, it is mainly focused on combat with little in the way of roleplaying or character interaction, and I suspect that playing this mod in multiplayer with friends might be more rewarding than playing it in singleplayer (as I did). But still, the areas are beautifully done and there are plenty of ways to explore the main dungeon in this game, even though there isn't much in the way of sidequests (only one that I can think of...and it's heavily tied in with the main quest).

There is, as noted in the description, a great mix of henchmen, so you don't have to worry that you won't have the skills that you'll need for the adventure, and you can take two of them at a time. They don't have much to say at all...but like I said, this is a game with a very basic (if interesting) plot and isn't about staggering drama and personalities. The module seems to be rather low-magic (which I enjoyed), and it's also the type of game where you'll have to think carefully about how you spend your gold. Don't worry too much about the "hardcore stuff"--for example, even though having to eat food everytime you rest is somewhat silly, it isn't like food is difficult to acquire--you'll find more than enough very easily. I don't really care for the gratuitous respawns in the game, but they didn't bother me enough to keep me from having fun.

So overall, I do have mixed feelings about certain aspects of this module, but if you're looking for a great pnp conversion set in the world of Greyhawk, and don't mind that it is (like many other early pnp modules) mostly a dungeon crawl, downloading Scourge of the Slavelords will likely be the start of a great experience for you.

Posted by ShadowySweetness at 2007-01-15 10:40:50    Voted 10.00 on 01/15/07
I am basing all my Votes Combined from all 3 Mods as to me they are not separte but instead one Mod split into Chapters.
The score would have been a 10 on Part 3 also but, it seemed somewhat shorter and abrupt to end. I love the Exploring and the imersion of the first 2.
I am so hooked and can not wait until part 4 is out as I am ready for it;)
Thank you for taking your own personal time to makle this series for us. As with out you Mod builders what are us NWN fans to do:)
Have a Wonderful Day...

P.S. This Same Message is on all 3:)
1 more thing, Do you know about when Part 4 will be out?

Posted by Ylurien at 2007-01-01 19:19:06    
Quick question:

I`m having a great time with the mod but due to the terrible AI for the henchman, they often die. When they die, how can they be resurrected (other than buying a rod of resurrection which is so expensive I`d have to sell every last potion and stitch of clothing I have to buy it).

I also second the idea of getting a better AI package implemented into this module. Not sure why everyone doesn`t just import Tony K`s package into their mod. It`s absolutely the best - you can set weapon preferences for henchmen, ask them to cast spells on you or other party members, ask them to identify items for you. Might wanna look into that - I remember reading that it`s not all hard to implement his AI package into a mod.

Good job though on the module! Very detailed areas and lots of hack and slash (love me hack and slash!)

Posted by Kshatriya at 2006-11-07 11:52:47    Voted 9.00 on 11/07/06
Enjoyable for the most part.

Posted by dennysan at 2006-10-09 21:21:07    
Strike that last comment. Found a post on the CEP forum that said the cep1patch152.hak in the .exe download was bad. Downloaded the .rar and used that hak file and it works!

Posted by dennysan at 2006-10-09 20:04:55    
Whenever I try to talk to any of the merchants the game crashes and I get an error "nwmain.exe has generated errors and will be closed by Windows. You will need to restart the program."

"An error log is being generated".

I am running 1.68 and I removed and reloaded CEP 1.53 patched with the 1.68 CEP patch - still not working. Also tried with a brand new character - didn't work. Any ideas?

Posted by Gaias at 2006-09-30 04:47:25    Voted 9.50 on 09/30/06
I have played this module through once and have voted on it accordingly.

Posted by gilknut at 2006-09-26 19:26:39    Voted 9.25 on 09/26/06
All in all a good series, faithful adaption from the PnP classics.

Posted by Morte at 2006-09-23 09:58:48    
I'm sorry to say that I didn't get on with this module in "playability" terms, mostly because of the henchman AI. I played a rogue with a fighter and cleric hench, and I hit problems such as:
- The henchmen will not "follow" or "stand your ground" when told to, they rush off at the start of each round (usually into a tangle trap or the arms of an aggressive tree).
- You can't tell the cleric hench to heal the fighter hench. When you tell him to heal you, he wastes his biggest spells to heal about 10hp. This is rather important in a module that doesn't restore health on rest.
- The fighter hench can't be told not to disarm traps, so she sometimes goes into disarm mode in the middle of a fight.

I find this sort of thing immensely frustrating, so I called it a day after a couple of hours. Might I suggest that you take a look at one of the standard "improved henchmen AI" packages, e.g. 69MEH69's (used to great effect in "The Aielund Saga)?

Posted by gcmaxon at 2006-08-30 09:18:14    Voted 10.00 on 08/30/06
Hi Jay,
Great Mod., I was able to play Solo without a henchman.
(I hate having to drag along a henchman and spending all my time trying to keep him/her alive.) I especially liked the ideal of having to have food rations, this makes the game more true to real life.
Looking forward to playing part two. Thanks for the great work.
Just the facts from Max

Posted by shapechanger at 2006-07-07 03:46:56    Voted 9.25 on 07/07/06
A very good mod, played in multiplayer. The fights are claiming but not too hard and the story was a motivated one.
Thank you JayAre!

Posted by Kenrae at 2006-06-05 11:03:33    Voted 8.75 on 06/05/06
Pretty good mod. The fight are balanced and are varied enough to not become bored of them. My archane archer had some fun with this. It only lacks henchman interaction (dialogue), and some roleplaying options, I suppose it works better in multiplayer.

Posted by Kenrae at 2006-06-01 10:58:37    Voted 8.75 on 06/05/06
OK, I'll try that ASAP. Thanks :).

Posted by JayAre at 2006-05-31 19:15:41    
"Errr... I don't know if it's caused by the 1.67 update, but I can't play this mod. It always crashes NWN before even starting. I've tested it with different characters, just to be sure it's caused by the module"

Please check posts below. Couple people where having same problem. Check to see if you're having the same problem when opening up the A1 module. If you're using the "shiny water" effect in your game, that may be the cause of the crash problem. Turn that effect off b4 trying to load game.

You left the bodies and you only moved the HEADSTONES!!! YOU ONLY MOVED THE HEADSTONES!!!

Posted by Kenrae at 2006-05-31 14:16:25    Voted 8.75 on 06/05/06
Errr... I don't know if it's caused by the 1.67 update, but I can't play this mod. It always crashes NWN before even starting. I've tested it with different characters, just to be sure it's caused by the module.

Posted by JayAre at 2006-05-12 08:32:05    
Thanks for the comments and the rating. Glad to bring back the enjoyment. :-)

You left the bodies and you only moved the HEADSTONES!!! YOU ONLY MOVED THE HEADSTONES!!!

Posted by tomrunningbear at 2006-05-11 10:29:21    Voted 10.00 on 05/11/06
I loved these modules when it was paper and pencil, it is even better in NWN

Posted by JayAre at 2006-03-31 18:38:44    
"Excellent adaptation of a top-notch module. As difficult and challenging as I remember the PnP version to be - good work!"

Thank you for the comments and the rating! I'm glad that you found it to your liking!


You left the bodies and you only moved the HEADSTONES!!! YOU ONLY MOVED THE HEADSTONES!!!

Posted by Bagga7 at 2006-03-31 04:53:59    Voted 10.00 on 03/31/06
Excellent adaptation of a top-notch module. As difficult and challenging as I remember the PnP version to be - good work!

Posted by Bagga7 at 2006-03-31 04:47:47    Voted 10.00 on 03/31/06
Excellent adaptation of a top-notch module. As difficult and challenging as I remember the PnP version to be - good work!

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