Should take between 14- 16 hours, depending on the number of side quests attempted.
Finish at around level 14-15
Tricks & Traps
Hack & Slash
No DM Required
Single or Multiplayer
Max Character Level
Max # Players
Min # Players
Min Character Level
"Centuries after the tumultuous battle against Morcar's hordes, the realm of Zartorill faces another peril. The old king has been taken ill and looks certain to die, could this prove the ideal opportunity for someone from history to return and take advantage. However, this matters little to you, as you find yourself locked in the depths of Pudar dungeon awaiting execution after being found guilty of murder..."
This module is aimed at a starting level of 1 to 4 (training is provided to get you to level 4) and is suitable for single player or a small party of players.
This module is several years worth of work, on and off (mainly off!), and is at last finished. This module is a complete rewrite, rebuild, rescript... re-everything version of a module I built many years ago - so those that played the original and remember it will notice that this new version is completely different!
Please note: This uses CEP 2.2c, you can make sure you have the latest CEP by using their excellent update program.
This is a replacement Chapter 2 of the module WITHOUT the world map system. This is ONLY to be used IF you are having trouble with the world map system in Chapter 2. Please do not use otherwise. If you're not sure if you need this file or not, then please feel free to contact me.
Posted by werelynx2 at 2011-09-05 13:39:58 Voted 9.00 on 09/05/11
- only one henchmen at time out of 3 possible
- horses. First time I spoke to the horse-seller guy there was no option to buy. Played a little and then option appeared. Yay? When clicked , money is taken but I couldn't get on my horsee. My summon or henchmen might have been the problem. Again played a little and visited seller, spoke and bought another horse, and to my surprise I was able to get on it. Didn't have my summon - that's why I think he was a problem. So again I'm going on my horsee to culhaven. and my horsee again disappeared. Maybe he was outside the gates or something, but it was nearing the end of chapter 2 so I hadn't checked that. Why not use 1.69 horses?(At least I think that a different model were used cuz, horse was not added as companion) _________________________ Thanks Rolo:)
Posted by werelynx2 at 2011-09-01 08:47:06 Voted 9.00 on 09/05/11
you should put multiplayer in the multi or sing le section, too. _________________________ Thanks Rolo:)
Posted by gpudney at 2010-12-22 10:53:17 Voted 10.00
Hiya, sorry this is a much delayed response to the below message. You should find the answers you seek in the Guide that is downloadable above. As I don't check this page very often anymore, it's probably best to refer to the guide first.
Posted by Unuleth at 2010-11-26 15:52:38 Voted 10.00 on 11/26/10
I need help with the Bregnak quest, after I had defeated he used an vanish potion, I tried searching for him in the dalelands, but he wasn't there.
The demon in the haunted ruin, is immune to all of my attacks ( my current level is 9), how can I defeat him, do I need to level more?
Lastly what am I supposed to do at the kislev barrow, the place is filled with torches and I don't have any idea on how to solve the puzzle.
Posted by Epona at 2010-09-08 17:34:51 Voted 10.00 on 09/08/10
A perfect ten, firstly because it is an excellent module, second to compensate the ridiculous vote below. He might have a small point regarding the motivation of his character, yet no way in hell does this mod deserve such a low rating.
The story itself is more than decent, not a rare gem, but still very entertaining. Area design is magnificent, especially after chapter 1. Dialogue was a bit weak in my opinion at first, but this greatly improved in the second chapter as well. Lovely custom items, maybe a bit much but I'm not complaining :) Almost bug-free, which is a huge plus for such a big module. There was only one little bug that irritated me a bit, but it didn't take away much of the fun.
When arriving in King's Haven, I still had two horses with me for me and my hench (the ranger...sorry, I'm terrible with names). When I wanted to dismount at the church, my own horse disappeared (I don't blame the poor thing with all those ghosts around), but my hench got stuck on hers. No matter what I tried, she wouldn't come of, even not when we rested, or when she died and got ressurrected. I tried using the console command to get rid of it, but that didn't work either. Mind you, I'm not very experienced with the console, so maybe I overlooked something.
All in all, this was an amazing module and I had great fun playing it. Thank you very much for this wonderful contribution Glenn! _________________________ "By believing, one can see"
Posted by Galcerpfat at 2010-09-03 02:27:23 Voted 3.00 on 09/03/10
Sorry, story is not interesting. I wanted to sleep all time i played( You did hard work, but... Score 3, only for work. And - I do not want kill prinse in finish line - he has a reasons for his revenge more then others. But i wanted kill the Mayor - his actions have no honour - he could ask my help, no lie. And where are motives for my actions in this module???
Posted by shuurai at 2010-05-30 09:54:34 Voted 9.50
Not sure... the transition between chapters two and three worked okay. Seems likely that it's something on my install.
Posted by gpudney at 2010-05-25 13:26:55 Voted 10.00
I haven't updated this module or changed anything - so it won't be that, and as far as I'm aware Bioware haven't changed anything :) I guess it could be anything really - though no one else has mentioned that problem so I'm guessing something has changed at your end? Don't know what to suggest to be honest! Hope the rest of the mod works okay for you though.
Oh, and thanks ravenscar7007 for your nice comments.
Posted by shuurai at 2010-05-24 22:26:28 Voted 9.50
Decided to play this series again... ran into two strange problems.
First, when loading the first mod, the "book" video sequence does not appear in full screen. The cover of the book shows up on the desktop right in the middle, and the rest of the pages show up off to the left. Not a huge problem - the mod seems to start normally once it's done.
The other bug was when I finished chapter one, and crossed the bridge, where chapter two is supposed to start the game just hangs. It saves, then the screen goes black, then nothing. Tried several times, same results. Figured it might be the movie thing, so I disabled that in the editor and tried again - same result.
Finally, I just exported my character and loaded part two by itself. Seems to be okay from that point forward. I don't recall having these issues last time I played, but I'm not sure what changed.
Posted by ravenscar7007 at 2010-05-05 07:02:14 Voted 9.25 on 05/05/10
Very good storyline, kept me interested till the end, made me really want to nail that elf to the wall. Fights were manageable for use with a wizard with Narise as the henchwoman so able to use a wizard and a fighter combo. Fights were interesting and not overwhelming. Good mix of monsters and interesting areas. Puzzles were good and well presented. Good job Glenn make more modules like these for NWN1
Posted by gpudney at 2010-04-05 05:56:59 Voted 10.00
Hi, just a quick message to say a big thanks to you guys that have left such helpful and complimentary feedback recently. All the points you have spoken about I will try and get fixed soon (thanks for the email too Olivier)- just a case of finding the time to do it.
Thanks again for your support and taking the time out to give me feedback.
Posted by invisig0th at 2010-04-04 11:01:27 Voted 9.00 on 04/04/10
First, let me point out that I grade on a very strict scale per NWVault guidelines, so 9.00 is not to be misinterpreted as saying the module isn't great. Far from it.
This is really three modules in one, with the third being most polished and the first being only a little rough around the edges. Highly creative use of the default Bioware and CEP content throughout. Very good game play and well designed missions all the way through. Challenging but fair combat, fun all the way through. This is really an excellent community-made module.
There are two minor fixes I would suggest (spoilers ahead). First, in module #1, the paper that the thieves guild password is on is taken away, but the journal entry does not include the password. Second, in module #2, damage from a cold environment is sometimes applied, but the player receives no indication of this other than a hit point decrease (which is easily missed). Took me a while to figure out why my hench was dying. Adding VFX and a message to the player would be very helpful.
That said, this really is an all-around great set of modules, and well worth a play for any NWN fan. A lot of hard work went into this, and it shows. Thank you very much for sharing this with the community. _________________________ - Invisig0th
Posted by olivier_leroux at 2010-03-18 10:39:55 Voted 9.25 on 03/18/10
A very enjoyable H&S and exploration mod - once you get into it and past some minor issues with the first mission (regarding motivation, balance and area design). There is some "4th wall breaking humor" and comments as described by JimRyanHamm but it's confined to very few occasions and not the rule. Generally, area design, combat balance and attention to detail are very good, there are a lot of rewarding missions to accomplish and the motivation to play on and on was quite high for me (finished it in about three sittings). I was also impressed by the inclusion of an overland map à la Baldur's Gate, Darkness over Daggerford or NWN2 and the well done cutscenes.
I've been having a blast so far. Minor issue: Your journal entry doesn't change when you inform the family about Captain Davis taking them on. You get the reward and they leave, so not really a gamebreaker.
Thank you, gpudney. I've found the cave, but, somehow, missed the lever.
Posted by gpudney at 2009-12-09 11:15:35 Voted 10.00
The bandit camp can be found in a cave located in the coastal area containing the fort ruins. This area can be found east of the road leading from the South Road (between Pudar and Tilmar). The cave itself is under the fort and can be located from sea level, a pathway leads down from the top of the cliff in the south of the area.
Hope that helps, any problems or more questions then please ask away!
About the bandit's quest. Try as I might, I could not find their camp. Any suggestions?
Posted by Brookser at 2009-11-05 08:53:24 Voted 8.50 on 11/05/09
A fun, enjoyable mod. I thought Giovanni was a nice NPC, never had an undead henchman before.
Concerning henchmen, one thing that I found that was weird is I couldn't get the popular henchmen AI to work on this with your NPC's. It would work if I summoned a familiar, but none of the AI choices would appear when talking with one's NPC and I haven't had that problem in a mod before so just FYI.
Posted by gpudney at 2009-09-22 10:30:26 Voted 10.00
lands899 - Sorry, I am kind of retired from building though I do still occasionally check on here but obviously not quick enough to beat you to you answering your own problems ;) Glad you enjoyed it and hope you found the displacer beast in the end. Thanks for the feedback.
Posted by lands899 at 2009-09-21 13:20:18 Voted 10.00 on 09/21/09
Great mod! A few things I didn't care for, but overall an outstanding effort! I think I got everything...
Posted by lands899 at 2009-09-20 19:08:20 Voted 10.00 on 09/21/09
Glenn... I answered my own question. Really enjoying the mod! I'll make sure to vote when I'm finished... I'm looking for the cat in the underdark right now...no luck so far!
Posted by lands899 at 2009-09-20 15:27:53 Voted 10.00 on 09/21/09
Hey Glenn! I hope you are still monitoring these posts, because I seem to have an issue...
I have completed everything I have found so far in Chap 2, but when I try to advance the "find the prince" quest, I am being denied entry to the barrow... It says the entrance is magical and I have to find another way in... I have searched the whole of the map around the barrow and found nothing... Can you help?
Posted by JimRyanHamm at 2009-08-23 06:54:04 Voted 4.00 on 08/23/09
I didn't like the 4th wall breaking humor. Worse, it was buggy. I had to go back to an earlier save after I got frozen at the gambling table at the Jester Inn. "Jumptopoint" didn't help. THEN I realized that at the earlier save the dead elf mage was gone, as was the evidence I needed to turn in the sewer quest. I had no idea where it went, it just vanished. It was bad enough having to cross the length and breadth of those sewers however many times. A portal from the pumping room to the streets might have helped. Either way, I had no desire to continue this.
Posted by Jedijax at 2009-07-08 11:58:17 Voted 9.00
Hey there! regarding my mention of forest-community tilesets, there are two options. I am sorry that I can't give you their actual names, as I can't recall what they are called, but I can tell you of some modules using them, as well as a short description. The first would be a ground-level community with households both in and over trees; this one may be found in two particular adventures: AL3 Tyrants of the Moonsea, last community of the module, and Ajuste de Cuentas, near the beggining of the game. The tileset is "pretty", logical and functional, particularly good for big maps, as most of its components are large; some of the tree-built layouts are actually as big as the woorshyyr trees of Kashyyk, from the Star Wars universe. The size of tree-trunks makes it believable that the interior tilesets are as big as a regular tavern or temple. One thing that seemed like a mistake in SOAKJ was the tree inside the tree found in the elven tavern... it seemed odd. Besides, the interior-exterior building size is highly unbelievable.
The other tileset I thought of is the one used in both AL2: Crimson Tides of Tethyr, and Prophet I: By the will of Kings and mortal men. This one is set on tree tops, and it actually has several layers of built areas. I believe it can go as far as four stories high. It has lots of large and small components, as it is not dependant on tree-size, like the aforementioned. This one revolves around wooden platforms, yet again, like the wookie structures of Kashyyk in Star Wars. I believe this would remove the "over-treed" feel of your elven community, as it uses large trees to hold the structures in harmony with "out-of-the-way" trees. It looks nice, has a low-level tree-cannopied floor background, and gives you a sense of depth. Also, perfect for large areas.
Anyway, hope this may help you in this or later works. Good luck, and keep us fat with NWN content!! Oink oink!
Posted by gpudney at 2009-07-08 10:50:06 Voted 10.00
I'm sorry that you found the module wasn't to your tastes - I myself have never played pnp so I can't relate to some of what you said (10 hrs for a level! :) ) but I understand and I appreciate the time you took out to write a reasoned and constructive comment. Hope you find some modules more to your liking, might also suggest playing Planescape Torment, if you haven't already - I think you'll find that is probably very much to your tastes.
Posted by gpudney at 2009-07-06 10:45:05 Voted 10.00
Hi again people,
Thanks amethyst347 for taking the time to help Tinkerbelle out. Going straight into the Barrows shouldn't cause too much of an issue in terms of difficulty - most fights are encounter based and therefore you should spawn easier or less monsters. I have had feedback from several people that played through the module without doing a single side quest, so I know that is possible - though I can't vouch for how good they are at the game, they could well be very very experienced at playing their character class (something which I certainly am not! I'd be the first to admit!).
I think amethyst347 gave some good advice there, and might I also suggest keeping a ready stock of heal potions... and as a last resort there is always the difficulty setting, you can always put it up when ou have finished the Barrows.
PS There are greataxes on sale in many stores :) - Nerice only has that because it is the only Ranger kit that doesn't include Point Blank Shot, a feat which causes a known bug in the NWN engine when given to henchmen.
Posted by amethyst347 at 2009-07-06 05:52:07 Voted 9.50
Ooh, I think that might be part of the problem there. I think I'd done the Haunted Fortress and the Bandit quests before venturing into the barrow. :/
Yes I always play on hardcore rules, doesn't every serious gamer? I did every side quest I could find in chapter 1 but got suckered into the barrow in chapter 2 before any side quests
Posted by amethyst347 at 2009-07-06 03:21:50 Voted 9.50
Well, I certainly didn't think the module was a cakewalk or anything; in fact it was rather challenging (but mostly in a good way) and I did have my fair share of reloads! I wouldn't call myself an expert player or anything--more intermediate I suppose--so I'm sure luck played a part in it too. :)
I found Nerice to be really helpful in almost every situation. I gave her a nice greatsword (I noticed she focused on greataxe, which seemed a bit odd to me, and though I may be mis-remembering I don't think I even saw any greataxes available at any of the shops, but oh well) and often let her tank. I found that her few ranger spells were actually quite helpful at times too, and she can summon an animal companion, though I usually forgot to have her do that.
Though I focused on short swords, I also kept a bow w/ me for when things got a bit hairy, so I could hang back and fire from a distance while Nerice tanked for me. I should imagine, however, that the gnome henchie would have been equally as helpful, really, seeing as he was a tank w/ high CON (I used him in chapter one, but took Nerice in chapter two because she seemed more interesting). I think the majority of enemies we not immune to sneak attack, so HIPSing and flanking were my friends. You probably know that already, tho. ;)
I like to take 4 levels of SD for the shaow evade skill too, as I find the damage reduction quite helpful. I also got a suit of Elven chainmail for better AC whilst also boosting my hide and move silently skills.
I will admit, however, that I found the final boss to be *really* annoying, and in the end I just resorted to shameless cheating and killed him with the console. :p
Posted by gpudney at 2009-07-05 06:18:15 Voted 10.00
Thanks amethyst347 and Jedijax for you kind feedback and detailed reviews - I will bare all that in mind for future projects. Jedijax, I always worry about basing mods in the Forgotten Realms because I don't feel I know it well enough, but you never know :) In terms of the tree cities, did you have a tileset in mind? I'll have a look if you do, because when I thought about doing that I struggled to find one that looked that good but as you know there are so many tilesets that it's quite possible I missed the good one. Incidentally I was aiming for a "classic" feel and I would agree that perhaps this makes it a little generic.
Tinkerbelle - It's strange you're finding it hard with a rogue/fighter as, with the exception of holy warriors, I would have thought this would be a good class to take. I would say that don't be put off by Giovanni just because he is a rogue, he is geared more towards a Swashbuckler type and thus is very good in fights and especially handy when fighting undead due to his resistances and immunities. You don't happen to play on a higher than D&D standard difficulty setting? Have you done the sidequests?