Length depends somewhat on decisions made by the player.
Tricks & Traps
Hack & Slash
Written for Paladins, but any male should work
Part of Series
No DM Required
Single or Multiplayer
Max Character Level
Max # Players
Min # Players
Min Character Level
Lawful Good, Lawful Neutral, Neutral Good
This module is Part 2 of a continuation of the Official Campaign for male characters of good and/or lawful alignment. Lady Aribeth de Tylmarande has been convicted of dereliction of duty for allowing herself to fall under the spell of Morag and is now banished from Neverwinter. She must perform eight heroic deeds to be put right with the Church and the Lords' Alliance. You have joined her on her quest for redemption. Together, you completed the first two quests.
Posted by Bianca at 2011-05-23 10:10:44 Voted 8.75 on 05/23/11
Congratulations to the author, must spend many hours making this adventure. The script is well prepared. I love the feeling of the hero with Aribeth...
It only remains to play the last part of the story. Until next time... _________________________ Everything you do has a meaning...
"eggerfry" - Thanks for your thoughtful comments. Obviously, you and I have different ideas of what a woman who has been through what Aribeth has would be like. I feel very strongly about the psychological realism of this portrayal as well as the continuity of the character with the one we meet in the OC. I think I'm presenting a very strong woman who has suffered a great deal. Sorry, but I do find my teeth gritting more than a smidge at your grossly unfair characterization of my work and frankly think you badly misunderstand what's going on with the character. But I suppose that's a debate for another time.
As to the iron linearity, I plead sheer laziness. It's just to damn much work to go through doubling the size of dialogue trees, sticking in a gazillion additional variable checks to make sure and catch what you missed and what you didn't, making sure stuff disappears because you skipped a story element, etc. Oh, and I had some people gripe that they didn't receive enough direction. Go figure. I'm telling a story and if that means you can't skip plot elements on a whim, well, get over it.
I'm going to have to spend considerable time walking through everything to figure out how on earth you got into the fix you did. You were either able to bypass a trigger or three or went some way I didn't anticipate or something. Or you have something stuck in an override folder that I can't fix. But you're right, I'll need to dig through and see what might have happened. As I find myself saying a lot, the stuff you're describing never happens to me (but then I know where you're supposed to be going and so probably never really fully test the thing), so it will take a considerable amount of work to figure out what happened to you. I hope you understand that you were able to bypass something - you're supposed to meet some released slaves and Valas leaves with them. He doesn't leave the Underdark with you. And after the beholder battle, the town is supposed to be inhabited, with a boatman and everything. I need to figure out what happened to you and try and adjust for it. I hope you realize that the module works flawlessly for me.
In my copious (not) free time. I'll see what I can do. Again, I appreciate your comments - it sounds like you enjoyed the thing, despite some artistic differences with me over characterizations, etc. and whatever the heck it was that got you back to an empty town. Regardless, the detailed descriptions you gave of the issues you encountered should make it possible to see what happened. Much thanks. - DWM
Posted by eggerfry at 2011-05-17 20:12:25 Voted 8.25 on 05/17/11
I continued the second chapter of the series with the same character I used to play the first one : a paladin/sorceror. Over all, I really enjoyed this module, even if it does suffer from a small number of serious issues ; it was generally well-designed and, in keeping with the first module, has great story line. On the other hand, it suffers from iron-handed enforced linearity, and bugs, one of which is a show-stopper.
The dialogues are much better in module 2 than in module 1 ; they arenít as stilted as in the first module, and they still maintain a sense of archaism which I enjoyed. On the other hand, there are really an awful lot of conversations which suffer from careless errors.
I admit I have an issue with Aribeth, both on a technical level and regarding her interpretation. It's extremely annoying when she keeps reminding me we have to go back to such-and-such a place whenever I try to use an exit strategically in combat. In fact, the author's need to enforce a linear script so demagogically comes out frequently through Aribeth -- she's always taking me by the arm and saying 'go this way now', 'go that way now'. This is really annoying.
Also, she's been interpreted as a weepy co-dependent sentimental. This wouldn't have been my choice (I see Aribeth as somebody who's basically strong of character, even if she did buckle under pressure in the OC) Ė HOWEVER, I'm not knocking that choice, per se. Artistic license is an author's prerogative, and just because I don't like it personally doesn't mean I think it's a poor choice for the module.
I had some major problems with the henchman logic. No matter what I did, getting Aribeth to NOT disable traps doesn't work. Also, she doesn't pay any attention to the VWF voice command sequence.
I found the areas to be too large. This leads to lag, especially when there's a lot going on in the area, which frequently leads to character death.
Despite these problems, I would recommend this module unconditionally, especially if you're an Aribeth fan. It was a lot of fun, generally better balanced than the first one, and the author's pains to tell a good story are evident.
** BUGS [ SPOILERS AHEAD ] **
* There was no key to the plot-locked door in beholder cavern, I had to spawn one in. Since this is required to finish the module, I consider this a serious error.
* Aribeth kept blathering on about elves in SW of town, but there weren't any. I try to open the door SW of town and she goes on about needing to report to Drugo first, although that has already been done, and trying to get into the city to talk to Drugo is in fact impossible. When I try to return to Drugo anyway, Aribeth goes on about 'our work here not being done' and needing to get back to the cavern. Ping-pong.
* Returning to the gate, Drugo has disappeared. I went inside the town, looked through every building. No Drugo.
* Some doors seemed like they were plot-locked but Aribeth and Valas were able to unlock them all anyway. (Since when is it lawful for a paladin do pick locks?) Dialogues in these areas were often out of sync with the plot line (e.g., congrats for killing the beholders, but we hadn't done that yet).
* We went back, killed the beholders, went back to town, searched through all 'plot-locked' doors, this time found Drugo in the last building. We then got a 'beholder key' which allowed us to get into the 'war zone'.
* The librarian's comments imply that Valas should not be with us any more. If he was indeed supposed to drop out of the party once we'd finished with the beholders, this is another bug.
* Talking to Valas when he followed us up and out of the underdark made it clear he was bugged. Unfortunately there is no dialogue option to tell him to go away. Oh well, he's a drow, he can handle being summarily dropped from the party. Besides, I think I saw him hitting on my girl... ;-p
* Rerudoc's conversation has no memory.
* The Prudo Rackwort quest is impossible unless Periam is manually spawned in ; there was no boatman in the town, there were no villagers, etc.
Posted by slaytanic at 2011-04-15 18:19:32 Voted 9.00 on 04/15/11
My comments for the part 3 module has my general (re)view of the whole series
Sorry for not getting around to a rating very soon; also excellent. Linear mods are a pet peeve of mine, because I've run across far too many where linearity is not necessary. On the other hand, the linear parts here make perfect sense, because linearity is exactly logical when the party is travelling somewhere, like the Underdark trip here or the adventure across the desert with Deekin, Dorna and Xanos in SoU Chapter 2. The linearity here ceases once the temple area is reached, because when operating out of fixed areas like the Ilmateri Monastary, Lyth Myathar in HotU-2, Neverwinter's Temple of Tyr in NWN-1 or Port Last in NWN-2 it is unnecessary, illogical, and potentially very frustrating for a player who happens to miss an important clue. Again, beautifully done!
"Night Glint" - Understood. My error, I guess, but let's face it - the option is just too appropriate. I'm guessing the timing dates back to when Bioware was going to have you import your BGII character. My opinion, for what it's worth (obviously, not much), is that they should have fixed the dates when they decided to drop that option (and I can certainly understand why they did). Since they didn't, well, suspension of disbelief is obviously part of reading fiction and all the more so when dealing with a land of fairies and elves. I'm not exactly crying myself to sleep over the error. Thanks for your kind comments. All the best to you - DWM
Posted by Night Glint at 2010-06-22 02:39:52 Voted 9.50 on 06/22/10
Good work but I noticed something if you choose the option that one of your parents was a bhaalspawn wouldn't your character be at least 4 years old, since Baldur's gate Throne of Bhaal ended somewhere in 1369 and the Wailing Death is mention in 1372 DR?
Posted by kordac at 2010-06-20 07:35:04 Voted 10.00 on 06/20/10
Wonderful, simply wonderful.
I have completed parts 1 and 2 over the weekend and I can't wait to get started on part 3 to see how it all finishes up.
I loved the temple fights and how each had a different flavour to them and it's plain to see how the author has learnt from his over use of certain enemies in the first part and created a more varied and diverse foe base for this module.
Posted by earp at 2010-02-23 15:32:28 Voted 9.50 on 02/23/10
A very well written and scripted module(despite a minor glitch that I think may have very well been my fault for messing with the module in the toolset, but sometimes I like to change the look of the bad guys and nerf or buff here and there).
I suppose some folks may become a little impatient with the dialogue here, but my feeling is this is supposed to be romantic, and follow along with the formal, educated language and style of "ye olden days of yore", with words like "I fear I ineffably grow fatigued due to our enemies persistence, dear Lady, and thus I must take my leave of you until the dawn" instead of just saying "Well I'm beat; see ya"-- It's not two orcs falling in love, after all :)
Also, I'm glad I buffed the monsters a bit; some would have been a bit too easy; I have no problem with my character getting an ass whooping and having to figure out how I can win next time. The beholders were pretty much spot on, though. Beholders should pretty much be able to kill instantly w/o immunities/high resistances, epic levels, etc.; they're supposed to be one of the greatest terrors of the Underdark after all; the drow and illithid give them their space for good reason...
So, the set up/storyline/game content/scripting was well done, and on to Chapter 3!
Posted by earp at 2010-02-21 14:01:37 Voted 9.50 on 02/23/10
Ha! Never mind! I just figured it out
It's dm_setvarint battledead 16
The words "variable integer" popped into my head 3 seconds after I hit the submit button :-)
Posted by earp at 2010-02-21 13:58:41 Voted 9.50 on 02/23/10
Hate to say this, but... ...how me do that..?? Is it a debug function somehow?
"earp" - Set "battledead" on your PC to 16. It should work from there. My regrets on the mixup. Glad you're enjoying it. All the best - DWM
Posted by earp at 2010-02-21 10:01:27 Voted 9.50 on 02/23/10
Hey DWM! Nope, not seein' nothin... I checked every nook and cranny. The counter number would be great; maybe I can just debug it and move on
Oh and yes- I am very much enjoying this series; setbacks occur on occasion, that's part of it, hence the need for patches and whatnot; I understand. Also, I tend to go a little nuts with modifying mods in the toolset, and I can be an override folder packrat :-)
So it could be my fault somehow...
Thanks for keeping an eye on what is now an old game
"earp" - Hmmm...I use a counter to verify that you killed everything and it's supposed to kick up one as each enemy dies, regardless of how. Look around and make sure that one of those guys didn't wander off somewhere. You can't really get past this part without killing all the enemies. Hopefully, there wasn't a glitch in the counter. Let me know if you can't find anything anywhere in the area and I can get you the counter number so you don't have to replay the fight. My regrets. I hope you're enjoying the series otherwise. - DWM
Posted by earp at 2010-02-16 18:22:01 Voted 9.50 on 02/23/10
---I'm having a strange problem...
After I kill the beholders/ettins in the town, and in the 3 buildings in said town, Aribeth is still telling me there are enemies to finish off; I swear I killed everything.. Am I missing something?
"lordcag" - Odd. Neither Chapter 1 nor 2 uses the CEP. The only .tlk file in my folder is "cep2_v1.tlk", which I believe is from CEP 2.0, though I understand that Chapter III works with CEP 2.2 (as I recall, there was some difficulaty with CEP 2.1 though I might have fixed - I don't remember at the moment). Be that as it may, I'm not sure why this module is looking for a .tlk file since it was not written using the CEP. You could try temporarily emptying the .tlk folder of everything but the file I mentioned earlier. You may have a .hak for something else that is looking for the .tlk (remember to use only the .hak that came with this module: the original author has updated it - his privilege as author - and it doesn't work with my modules any more). My regrets on the difficulty. I'm glad to hear that you enjoyed the module. Regards - DWM
Posted by lordcag at 2010-02-07 10:05:40 Voted 10.00 on 02/07/10
I've actually played this module before. Great job!
However, I'm in the process of the trying to reinstall it (long story), and I keep getting an error that their is a missing .tlk file. I am also getting this message for Aribeth's Redemption Chapter 1.
If it helps, I'm currently running the most updated version of the CEP.
Simply excellent, as all your Aribeth's Redemption's Chapters.
I'm still going to be a pain in the backside and say that the protagonist cant be a son of the bhaalspawn, since Gorion died in 1368 DR, and the events of the game take place in 1372 DR. At least Fenthick was hanged in 1372.
Still, I like that idea, being a Baldurs Gate fan, and cant get past the 10 that all your modules deserve.
Posted by Sarik at 2009-10-10 21:57:12 Voted 9.00 on 10/10/09
9/10..thought it was better than the first, but I wont go into any details cause its 1 am and I;m too tired lol
I will say though, great ending, I knew there had to be a chaotic option somewhere in there..great work, keep it up :D
Posted by Talus057 at 2009-10-03 03:38:31 Voted 9.75 on 10/02/09
Daniel, exporting my character through the dialog at the end has taken the model and texture of my Many Starred Cloak. It has the enchantments but it now is invisible. Sounds like a NWN bug though, not sure if you can do anything about it.
Posted by Talus057 at 2009-10-02 19:57:46 Voted 9.75 on 10/02/09
I feel the same about ch2 as I did ch1. a few typos otherwise very good.
Posted by Kerick45 at 2009-08-10 13:39:42 Voted 10.00 on 08/10/09
Once again as in the first part the author excels at dialog/story. Had a few minor glitches, but maybe required one reload. Liked the Rak Cave battle with all the illusion, good ideas. great experience!
Posted by Eva Galana at 2009-07-31 10:21:09 Voted 9.75 on 07/31/09
Just keeps getting better and better! I am thoroughly enjoying the henchman interaction, the superb storyline and excellant dialogue. I know that these mods are linear, but, so what? I have nothing against linear, and these mods are proving that that is no insufficiency! I love how these mods tie in the characters from the OC and other games, the FR lore, plus, plus, plus! You certainly know your stuff! _________________________ Well...who would have thought THAT would happen?
Keith - You're right, the orc is supposed to be neutral and speak to you without any fight. The variable that determines the later Aribeth conversation is set based on the choice you make during the conversation with the orc, so if the conversation doesn't fire, as in the scenario you relate, the variable stays set at zero and she gives that particular speech. The way the faction resets work in this module, at least for all the characters who talk first and fight later, is that they belong to the "Defender" faction. After the fight, I have a trigger in place to reset your reputation vs. a dummy invisible object likewise set to the "Defender" faction. My guess is that the dummy invisible item that I use to reset your reputation vis-a-vis the orc is getting destroyed during the fight - or possibly you are setting off that trigger during the fight, though I tried to keep it far away. I know better ways to do it by now, though it should work for you. It does, consistently, for me. I'll see what I can do about it in my copious free time. My regrets - DWM
I've noticed a couple bugs in the cave with all the orcs. After the fight with the 4 orc bodyguards and the "brother" (forgot his name so I'm using this term loosely), and as we go through the locked door - either Ari picks the lock on the door or I bash it down because she can't pick it (failed a DC) the fight ensues. Now right now it's a 50/50 split on what happens here:
1. Orc is immediately hostile and surrenders after a short fight and Ari and I get to talk to him and make a choice, or
2. Orc is immediately hostile and surrenders mid attack (from either Ari, me or both) and he ends up dead (but yet the female and kid orcs are friendly).
If #2, then I still get the convo at the exit from Ari about sparring that orc's life. Weird...
Posted by RyanC08 at 2009-07-21 11:55:15 Voted 9.75 on 07/21/09
...Oh gosh! I almost forgot the best part! I really liked the way my character's bio was recognized and remembered! The best!
Posted by RyanC08 at 2009-07-21 11:52:59 Voted 9.75 on 07/21/09
Another well done and amazing piece of work. I enjoyed the further development and deepening of the characters and plot. The only thing that prevented me from voting a 10 is the slight tediousness and monontony of the fights, especially during the four temples at the end. The story was interesting and kept me hooked!