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Title  Pool of Radiance v1.19b1
Author  Chris Fowler (v1.17a), Darth Shiv (v1.18+)
Submitted / Updated  07-15-2009 / 03-22-2011
Category  Classic PnP Conversion
Expansions  Requires Both Expansions (SoU & HotU)
Setting  Forgotten Realms
Number Players  6
Language  English
Level Range  1-10
Races  Any
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Heavy
Classes  Any
Scope  Part of Series
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  10
Max # Players  06
Min # Players  01
Min Character Level  01
Content Rating  Teen
Gameplay Hours  20
As per Chris Fowler's original work:

"Pool of Radiance a neverwinter nights module based on the SSI computer game 'Pool of Radiance'. Which is based on the 1st Edition AD&D adventure module 'Ruins of Adventure'. NOTE: There are two version in the mod file one for SOU and HOTU users and one for original game owners. Both are similar with a little more content in the SOU version. The Pool of Radiance mod being created using Bioware's Aurora Toolkit for NeverWinter Nights is an adaption of 1st Edition AD&D rules to 3rd Edition AD&D rules, so certain modifications are nessesary during development. Readme Converted to PDF format by: Rob McConachie"

See Link

The modifications done to Chris Fowler's work are to support multiplayer better. Will also be doing bugfixes on request and some gameplay tuning.

Note: I have attempted to contact the original author for permission for this work but so far have not received any correspondence. If it is a problem, I will happily remove this module.

Note2: To restart the module you must delete the database files for this module in the nwn/database directory. Be careful doing so!

Features planned:
-Resting in unsettled areas with random encounters (encounters removed when area cleared). Slums done as "proof of concept".
-Possibly add in-game map of the area (from the manual).
-Add henchmen quest completion for finishing game.
-Update models to CEPv2.2/CCPv2.2 (TODO: quicklings, thri-keens. Leave a msg for others.)
-Make town more lively.
-Make henchmen more interesting.
-Add guards to areas recovered that don't have them already.

CCP = Community Creature Pack

Please leave feedback for other improvements.

Changelog included in zip.



Submitted: 07-15-2009 / Last Updated: 10-23-2009
Submitted: 07-15-2009 / Last Updated: 07-17-2009
Pool of Radiance v1.18b3 module
Submitted: 07-15-2009 / Last Updated: 03-22-2011
Submitted: 07-15-2009 / Last Updated: 07-15-2009
Chris Fowler's readme for the module.
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Comments (48):

  1  2 Next>

Posted by sgthawker at 2012-10-04 04:09:31    
*Spoilers in Cadorna Textile House*

I found Wina Bennen in Cadorna Textile House as a prisoner, she asks me to take her to the city gates, but does not follow me thru the gates between areas very well. She did not follow thru north gate to Mantor's Library, but did thru the south gate, and then she proceeded to walk due east thru the walls of the library. I walked around on a guess and saw her coming out of the east wall by the water. I talked to her again to get her to follow me. She followed me north, but she won't follow me thru either gate into Kuto's Well. Does anybody have any suggestions?

Posted by DarthShiv at 2011-03-24 04:49:56    
Recompiled to use CEP2.4 and I think I did something with the Gnolls but 2nd part done 2 years ago and not uploaded.

Posted by Try&Error&Try&Error at 2011-03-22 12:18:07    Voted 10.00 on 03/22/11
what is the update?
he coster of The Fated Winds is rumored to have dark dealings - some whisper they deal with the Zhentarim. But the profit is greatest with them, so they are my choice." -2 (01_Civility_General) +25 (21_Tax_Merchant_Mod) (if you send the men after the red dragon's hoard you get most gold: 200k if general and greycloak civility is highest and road security is high (if it isn't they should be trained well and you get 170k)) (if you reach Unit strength Very High, Weapons and Armor Best and Training Best of Best they'll give you a Short Sword +5 at some point...)

Posted by DarthShiv at 2011-03-21 16:51:12    
Hmm good that this still has some interest. I'll see if I can put some more time into it.

Posted by keyofrassilon at 2011-01-19 18:22:16    
My mistake I didnt have the right files installed but it doesnt work with the OHS Henchman module which makes this a no play for me... Thanks anyways

Posted by keyofrassilon at 2011-01-19 14:53:57    
Does not work with CEP 2.3

Posted by CrypticWizard at 2010-10-08 09:18:31    
I too would like to see an update. No disrespect to Chris Fowler, but expanding on what he did was a good idea. I also played Torham Zed's version which made some changes I didn't particularly like.
Do not meddle in the affairs of dragons, for you are crunchy and good with ketchup.

Posted by darth_borehd at 2010-10-04 17:27:21    
I would love to see an update of this.

Posted by Veldrane at 2010-06-18 15:50:01    
Can anyone direct me to where the CCP is? I followed the link to the CEP and have that installed but can't seem to locate the CCP on the vault anywhere.

Posted by DarthShiv at 2009-10-23 04:19:35    
Have done some heavy debugging up to Big T quest. Stray empty journal entries should be just about all removed.

Posted by DarthShiv at 2009-09-24 19:17:16    
Current alpha has issues with Podol quest. The new spawns interfere. I'm doing a few runs through the quests and making sure they are completable. Up to the Zhentil quest I believe.

Guard suggestion - yes I agree. I noticed the same myself - will look into putting some more guards around the place.

Posted by Jedijax at 2009-09-08 22:09:01    
Is this out of BETA yet?

Posted by barwid02 at 2009-09-08 08:03:42    
Also I noticed that after ‘securing’ an area, town guards appear. This only happens in the Mansions district and the slums. Should this happen in other areas too? Would be nice to see the areas become inhabited again once you’ve cleared ‘em. Just a suggestion!

Posted by barwid02 at 2009-09-08 03:21:35    
They are mainly situated within the houses of the Cadorna Textile House area as well as the main building. Looking forward to playing this again when it's finished. Does anyone know whether any of the other Gold Box games are being made / remade?

Posted by DarthShiv at 2009-09-06 20:39:15    
Will look into the Gnolls issue. Am trying to finish all main quests and make sure they are all completable (still!).

Posted by barwid02 at 2009-08-28 05:18:32    
Pleased this module is being spruced up. One mistake I noticed in the original was the gnolls in the textile house were actually bugbears. Has this been ironed out? Thanks.

PS it would be great if someone could make Pools of Darkness

Posted by DarthShiv at 2009-08-07 20:58:31    
"Will "CEP2.2", and "CCP" (Community Creature Project) still be used in this actual adventure module?????, please reply."
v1.19 uses them. I am just playtesting all the quests atm (slow process - limited time available!)

Posted by Sarah Lee at 2009-08-07 15:26:25    Voted 9.00 on 08/07/09
Very nice module.

Thanks guys.

Posted by attorrman at 2009-08-07 12:12:05    
Will "CEP2.2", and "CCP" (Community Creature Project) still be used in this actual adventure module?????, please reply.
michael sharp.

Posted by DarthShiv at 2009-08-03 05:50:39    
CCP = Community Creature Project. Currently I am using version 2.2 for the alpha. Henchman inventory support is something I'll look into doing at some stage. Currently, my main aims are more a multi-party friendly world, stabilise quests, update models and game balance. Henchmen will probably come after that.
v1.18 doesn't really do anything over the original release other than enable multi-henchmen and multiplayer (but not multiparty).
Apologies on updates over the weekend... I forgot I had a holiday planned!

Posted by ericdoman at 2009-07-30 18:15:08    
Tried to play the alpha version but could not due to missing haks. Had downloaded and installed cep 2.2 a couple of weeks ago. What is ccp v2.2?

Do you have a link? Anyway donloaded and started playing beta version. Having played through toriginal just wondering what changes have been made, as it looked identical. The big problem at the beginning is that you can not view/change/help companions inventory.

Posted by DarthShiv at 2009-07-29 03:56:38    
Hopefully most if not all of the quest bugs will be squashed now. Playtesting takes time so I can't guarantee it all yet. Once this phase of testing is done, I'll move onto gameplay balancing (for the betas).

Posted by DarthShiv at 2009-07-28 17:17:04    
In the next few days I'll try to iron out all the quest bugs and release a new stable version. Aiming for the end of the weekend.

Posted by DarthShiv at 2009-07-28 01:42:47    
"Damn - Porphyris is not in her room when the clerk tell me to meet her after I cleared Sokol keep"
I don't know why he wouldn't be in the adjacent room. If you can't see him, you could spawn him. I know how to do that with a DM but otherwise you might have to ask around how to do it.

Posted by Goglutin at 2009-07-27 03:34:03    
Damn - Porphyris is not in her room when the clerk tell me to meet her after I cleared Sokol keep !
I Can't continue the mdule... sad...

Any one knows a workaround or something ?

Posted by DarthShiv at 2009-07-26 20:18:32    
I have had a look at the CEP v2.2. I couldn't see displacer beast models in it but they are in the CCP. I am setting up v1.19 to use the CEP/CCP. This will also give good thri-keen models.

Posted by DarthShiv at 2009-07-22 17:13:21    
darth_borehd - sent you some PMs

Posted by darth_borehd at 2009-07-21 09:32:18    
Need any help?

Posted by DarthShiv at 2009-07-20 15:46:52    
"Major improvements and major updates are greatly required for this Pool of Radiance adventure module today please amigo."
The changes I am making to the journal states are quite big changes so it may take a few days before I post a new version.


Posted by DarthShiv at 2009-07-20 15:44:20    
"What made me give up on this version of Pool of Radiance? previously mentioned flaws aside, I had lots of trouble with the henchmen AI. I have said it time and again: There is a reason why the original NWN uses at most two henchmen. The game's mechanics don't work properly when this is overriden or pushed."

Yes this is annoying but I found that telling one or two of them to stand their ground works well for stopping blocking. Sometime I may look into henchman AI. It is something I haven't done anything with yet.

But having said that, I do not believe poor AI is an excuse to scrap multi-henchmen. The scripts just have to be a little smarter.

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