The Wyrmsmoke Mountains shook with the thunder of ten thousand screaming hobgoblin warriors. From the phalanx emerged a single champion. One by one the tribes fell silent as the warlord rose up, blue scales gleaming along his shoulders, horns swept back from his head. A hundred bright yellow banners stood beneath him, each marked with a great red hand. He stood upon a precipice and raised his arms. "I am Azarr Kul, Son of the Blue Dragon!" the warlord bellowed. "Hear me! Tomorrow we march to war!"
Red Hand of Doom Chapter #1 : Witchwoods by Sgt_Why "Final"
** NOTE **
Be sure to remove ALL files from previous versions, before installing.
(this includes your hak, override, campaigns and modules dirs)
NOTE: Check to ensure there are NO files in your override directories ... None are needed for this module.
Updated ** July 5th, 2008 **
(some of this is in prep for chapter 2, plus bug fixes)
* combined the (2) levels of the starting INN
* no longer drops party when leaving forest inn
* added code to allow loading ch.2 , if its present
* LOOT was spotty before, updated and works well now. Much less 1gp loot.
* WARKLE the Giant, now joins the party when you make him Friendly.
AND he leaves when you head back to town, but offers to BARTER first.
* Most of the NPCs using basic PRR reactions ... including all store owners.
* re-organized all of the files under Campaign directory.
BE SURE to DELETE any previous installs first! or old files will be mixed with new ones and cause wierd over-write issues.
HINT: When returning from Skull Gorge and speak with Norro at the townhall, SAVE GAME first ... the end game is near.
P.S.I've playtested this with nearly every class, starting at level 5 ... and it seems to scale well up to about level 7. By default you start at level 5 (if less) - but you can talk to the gnome at the forest Inn to change to any level you want.
080420 update bug fixes;
-creatures will not agro while PC is in conversation
-adjusted the DR from 4/- to 1/- of warehouse guardians. (Iormel's warehouse)
-fixed spawning of cutscenes
-adjusted area transitions which sent to incorrect locations (crossroads east, jorrs cabin)
-adjust the TEXT on some maps; so North is up and South is down.
- (3) new areas at beginning; PC starts in a "safer" area
- this "new" area includes a couple familiar characters from the FRW CC as well as other FRW items.
- merged in the "PRR" code, for a step towards more individual reputations based on charisma, skill, race, actions, etc.
- the commoners all use the PRR system
- PRR dialogs; added the option for "sim-like" dialog, where you can use bluff/diplomacy/intimidate to affect faction standing with NPCs.
- RUMORS: added ~30 rumors to the game
- Per request;can now travel to crossroads via overland map after first visiting the area.
- Jorrs cabin area; can now travel south back towards town (no more overland map)
12/24/07 update bug fixes + dialog updates
Some key new features;
* Weapons of Legacy : Thar, Kira and Throk all wield Weapons of Legacy which improve as they level up. (note: re-equip there weapons after they level, to make it update the weapon if necessary)
* new INTRO : added ~10 lines of narration filling in the background of this Vale and the current situation for players. This should fit the module into the present day Forgotten Realms world, in Channath Vale.
* All of the "dm text" is now via a TEXT BOX ... so players should miss alot less of the small details.
There have been reports of dialog timing issues ... so I've made a few changes to hopefully lessen them and/or work around;
* "Lioness" cutscene #1 and 2 - both have "backup" exit now.
* most dialog was set to a delay of (-1) which normally pauses until the PC mouse clicks.
* added [continue] option at end of most dialogs, to allow PC to read it all before ending dialog.
* fixed cameras to show "Close Up" when npcs speak
* added "party rest" before sending player off to the new areas.
* (after Vraath Keep) - replaced Kellin with Tharrma
* (after Skull Gorge) - revised the options and dialog flow; now shows which npc did not approve.
Noticed at times that the default AI would cause enemies to simply stand around;
* updated the code so enemies will attack nearest target (on entering area)
"Assault" on Town
* the encounters have all been changed to match the PnP more closely.
* AND they are no sequential and progress ...
wave 1 - EL: 9 ( 6 creatures)
wave 2 - EL: 11 ( 6 creatures)
wave 3 - EL: 13 ( 8 creatures + Red Dragon)
barges - EL: 12 (33 creatures) (infinite re spawn)
* changed order of exports, saves, etc ... and space them out better.
NOTE: At the end, the last thing is does is try and load the next module.
(which is not yet released)
* should be able to "raise dead" on Thar now.
* "lioness" in the cutscenes, no longer looks like the others you may encounter -- its not the same NPC.
* smithy's store no longer has no limit in gold ... all stores should be 4000gp buy limit w/ 8000gp max.
... if I were to follow PnP directly, the limit would 800gp when selling items and 4000gp limit in cash.
The module is now complete or "Final".
"Story" - is split into (4) separate parts 1. Intro
2. Vraath's Keep
3. Skull Gorge
4. "ending" scenes
Ending scenes - (at least 3) different choices on how to end the story.
- save game will be used to start Chapter #2 ... when complete.
: Speak with Norro ... will initiate the dialog.
w/finished game will save game, export PC and return to MAIN MENU.
Merchants in/near Town * Morlin's Smithy -- weapons and metal armor
* Jarret's Sundries -- misc and black market gear
* Brother Derny -- divine potions, misc gear including leather armors (plus 3 raise dead scrolls)
* Zachan's Magics -- arcane scrolls, potions and misc magic items .. including wand of frost
* Avarthel (druid) -- divine potions, misc gear including leather armors (plus 3 raise dead scrolls)
expert crafter's available -"Morlin the Smithy" (if dwarven) can be convinced to join the players party, which allows the PC to craft weapons and armor.
- The halfling mage can be convinced to join the players party, which allows the PC to craft magic related items.
- Both will leave the party upon exiting their shops.
"rescue-able NPCs" - there are NPCs in many encounter areas that will reward the PC with XP, if you are able to save them.
"ambient" townsfolk - they have day/night cycles now
- something I scripted up from scratch :>
- townsfolk will pick tasks to do during the daylight hours and rest at night.
Wandering Monsters - chance for them to spawn when resting in most areas
(side) Quests to watch for; - Morlin's missing box ... ask Morlin about it.
- Jarrets Sundry shop ... check out her "discounted" healing potions
- Avarthel's Druid circle ... needs to be cleared out.
also, an "egg" that most people wouldn't notice ... is IORMEL's Warehouse in town. (non-lawful folks can break in and loot his goods!)
NOTE: Many of these quests may bring up details that will be added to in the following chapters.
Campaign's Rule Changes
"World Map" - allows travel to/from Town, Vraath Keep and SKull Gorge ... after you have visited each area.
- nearly every other "area" will show up on the Map after you first go there, but they are just for "notes".
Movement & Time * Traveling on the overland map and between areas takes time. The current time is displayed when entering most areas.
(And the plot moves forward based on time and/or events)
Hardcore rules (PnP) are On. * Area Of Effect spells affect Friend/Foe alike.(full PvP, based on spell descriptions ... such as "Fireball")
* Death is permanent for PCs or NPCs.
* (PCs only ... ) "dying" causes player to "bleed" to -10hp, which results in death, but NPCs can heal the PC to save them.
note: in Multi Player mode .. game gives you option to respawn instead of perma death.
Loot - mobs have a 60% chance of dropping loot, boss mobs always have some loot.
as well, there is a chance that each boss will drop items unique to their "type".
Companions and Henchmen - Full support for the FRW Persistent Companions (Limited to 3 companions in party)
(limited to maximum of 7 persistent companions in the roster)
- There are (3) npc's that can also be convinced to join as companions ... via dialog and/or quests.
(Warkle, Jorr, Gausler)
- In addition, there are (2) Noble warriors that may join as henchman (or hench-woman).
(Lioness of Rethmar, Lion of Rethmar)
* Death is permanent ... but if they die, they can be brought back with "raise dead" or such.
NOTE: They will drop from your group upon death. To "raise dead" them, you can target their corpse and they will pop back up and join via dialog.
** choose NPCs next class when they Level-Up ** - Companions now have all the classes available when leveling up ... same as PCs.
INSTALL DIRECTIONS unzip the files under "My Documents\Neverwinter Nights 2\" (it should place them in the right place)
to do so manually;
hak files go under "My Documents\Neverwinter Nights 2\hak"
campaign files go under "My Documents\Neverwinter Nights 2\Campaigns\RHoD\"
the module goes into "My Documents\Neverwinter Nights 2\modules\witchwood"
then start a new Campaign and choose "Red Hand of Doom"...
have included both ZIP and 7Zip version for download, your choice.
(NOTE: There is a seperate downloads for the .TRN files to save ~250mb of space. These go into the modules\witchwood directory and are only used by the editor, so most players won't miss them.)
Posted by darant at 2011-06-04 14:49:13 Voted 6.50 on 06/04/11
I enjoyed the combat in this module but the programming was a disjointed mess. The area transitions are confusing--you never know where it's going next. Most of the NPCs were dead upon finding them, including potential companions and those featured prominently in cutscenes. Besides this, the end battle comes upon you so quickly you don't get enough time to experience all of the module's areas. One companion started telling me to flee as soon as it began. Thinking this was important to advance the adventure into the next part I did after the initial wave--much to my surprise the module abruptly ends. This needs much work, but at this point I guess it's the final cut.
Sumguy @ Dzwornga
Its always the guys with no submissions quick to tear up someones hard work. Anyhow entitled to your opinions.
Also many of the bugs you mention are with the engine, not the module itself -- like encountered not scaling, path finding and transitions. They were all working with the last build I created and tested. Possibly patches since they are causing issues.
Karen @ that's likely what caused your rest issues -- it work with v1.12 last I checked it. But I think it required MOTB to work.
** SPOILER **
Just a couple points;
a) poisons do not kill. they only cause stat damage. drinking the "tainted" potions don't kill anyone, just trigger the side quest w/ the shop owner.
b) the companions and many npc's were created to mimic the pnp module - that is why you cant turn on "enforce legal characters"
c) if you haven't guessed yet -- RUN when it gets too hard. The intent is for you to realize that your party can't take on the horde by itself. It wasn't simple to script that kind of story element
_________________________ the Red Hand of Doom campaign .. Click Here
Posted by Sumguy at 2010-04-03 11:32:34 Voted 4.00 on 04/03/10
Oh god, the writing! The writing! It literally causes mental anguish!
Seriously though, the writing ruined it for me. After about an hour and a half (that includes a lot of time wasted due to bugs) I didn't even want to talk to NPCs anymore because it's always the same, it's pointless and often makes no sense. Why the hell would I want to perform for some random passer-by that's just a copy of the other 100 of his kind? If it's a story NPC you get some lines that basically consist only of "Go there, do that.". Typos, inconsistent capitalisation, incomplete sentences and bad punctuation are merely the icing on the cake.
Then there are the bugs (pathfinding is broken in some areas which leads to enemies spinning in place and frames dropping to 1-2 fps, occasionally left-clicking stops to work, several problems with Tanithiel, some doors you have to close first before you can go through them, etc.) and bad design choices (cheat NPCs, works-anywhere party editor, insta-kill poisoned healing potions in combination with a permanent death system).
Areas look decent and the story sounded ok on a large scale but once you encounter NPCs it's a cringeworthy experience.
First I'd like to thank you for sharing your mod which I am enjoying playing! I would greatly appreciate some help though. I seem to have a fairly major problem that I haven't seen anybody else post about. Every time I hit the rest button the game quits and dumps me to the desktop. At first I thought we weren't allowed to rest, but we just got to the "safe" camp (after helping the Druid) and the same thing happened. Is there a code I can use to rest? I don't mind except that the magic users can't replenish their spells....
Thanks for any help you can provide!
Posted by Dzwornga at 2009-08-14 21:03:27 Voted 2.00 on 08/14/09
Good points : Relatively easy to uninstall.
Bad points : Where to start. TRANSITIONS : A couple of transition points didn't have map pins. Also the transition to the ferry had no "return" point, so we couldn't go back there without going all the way through about 4-6 other zones. The only point we found with a world map transition was several zones away from town, so there wasn't really any fast travel.
Multiple spelling and grammar errors. I'm a stickler for this, especially since the text is really the only way to understand what's going on in the module.
Clipping problems on the bridge and the docks in the swamp.
If enforce legal characters is enabled, the NPCs can't level up. Yes, we could have just un-checked it, but really we shouldn't have to - the NPCs should be built correctly and not have massive stats to unbalance them. NPCs should SUPPORT the PCs, not surpass them, especially at the start of the module.
*** SPOILERS ***
Destroying the bridge seemed unimportant as the goblins landed anyways, and with the help of all those wyverns and a red dragon, managed to win regardless of what happened at the bridge. If they were that powerful without the bridge... why was it even defended in the first place?
Speaking of the wyverns ferrying goblins, that fight in the town is a really bad idea if the idea is that the PCs are supposed to lose. Not that I mind losing, but if even one party member dies too far forward then the others can't "flee east." It says we need to gather the party, which obviously isn't an option.
Posted by Rondo_GE at 2009-06-29 19:37:37 Voted 8.25 on 06/29/09
Wow here's a mod that I havent played and its been here for some time.
Well I played it. It's an interesting concept. I'm not much for timers though and I guess I took too much time off whatever clock was playing. Pretty soon the clock took over and all hell broke loose.
Would have helped if the conversation with the speaker wasn't broken. He asked us to follow him but never moved. When we walked outside the battle at the river was on.Sixth level PC's vs a red Dragon...killed us in less than 30 seconds.
Reload. Run. The battle at the town didn't fare much better.
I might have made better time but Jarret's rotten potions messed everything up. We already had good potions that we used up halfway up the Keep but suddenly discovered we had none. Had to retreat. Get more. Fiasco.
For first time user this is a hard mod. Good fights with a tough set of rules.
Lots of useful stuff dropped by the bad guys
Lots of potential exploring can be done.
...but not a lot of time to do it. Not a lot of time to craft either but I guess you can use the experts.
Plot takes over and you pretty much have anoose aroud your neck.
I might play this again.
My red Dragon was white too.
Posted by Clyordes at 2009-01-29 00:50:39 Voted 8.00 on 01/29/09
Some very nice looking areas & good, varied fights, although *** SPOILER *** my monk & my friend's ranger didn't realise we'd got to the last battle & got very frustrated at not being able to fight off wave after wave of invaders - doh! Also - for some reason, the big red dragon that appears near the druid showed as white - not sure if it was a glitch with my graphics card or something else.
All in all - a great adventure, and one of only a few that work multi-player. _________________________ "Cor- a Beholder, Just think of the XP!"; Dave the Barbarian in the Demonweb pits, long ago.
'Search for the Temple of the Golden Spire' - An AD&D scenario for beginning characters converted to NWN2, here: Link
'Against the Cult of the Reptile God' - A classic AD&D adventure converted to NWN2: Link
The Lichway - An evening's dungeon delve from White Dwarf: Link
Posted by Tauschitz at 2009-01-08 21:34:08 Voted 9.50 on 01/08/09
sgt_why wrote: "Just picked up the SoZ expansion -- and was impressed with some of the new changes.
If I ever find the time ... I'd like to update this (and remaining) chapters to use the new party system, overland map, etc.
Is there any interest from players? If not, I wont bother.
Also, let me know if anyone is interested in helping!"
I would love to see these elements of SoZ incorporated into the series. I just hope that you will finish it, as I enjoyed the first installment enormously (just finished it tonight!).
About SoZ - if you feel like these mods would benefit from the new features, I'd say the idea sounds very cool. I think that the new features themselves are very neat. Especially the party conversation (and creation) system. The OM is very cool, too, even though it wasn't put to that exciting use in SoZ itself. _________________________ Forgotten Realms Weave
That is by design ... its the last (2) rooms of the keep, so rest before entering and expect a big fight.
Make good use of your PAUSE ability (spacebar) ... this will be a big help and focus on the heavy hitters first.
Although, with a sorcer or mage -- a well placed fireball could wipe them all out at once.
If you look closely, when you enter the last (2) rooms ... to fight Koths Lt and then Koth himself ... an iron porticulus drops over the doorways. This is as intended.
After fighting his LT you should still be able to rest in the foyer, since you've cleared all the nearby enemies.
But its very true that you have only (1) option ... to go through the next door and face Koth.
After you kill him, you still cannot go backwards ... but if you look at the end of the hallway, there is an exit that takes you to the front door of the keep. _________________________ the Red Hand of Doom campaign .. Click Here
Posted by ActorOfVeil at 2008-12-05 15:03:39 Voted 5.75 on 12/05/08
Red Hand of Doom includes some problembs which have cost some of my points.
The reason why I wanted to watch the toolset was battle in Vraath's Keep. I just managed to defeat Karkilan but after the fight my troops were in pretty bad shape. I needed strenght to the following battle against Koth but I was ambushed everytime I wanted to rest which took away important spells. What even more annoying I was unable to leave the room because there wasn't any area transition to the previous room. Therefore I planned to add the missing area transition in the toolset but I had no idea how it could be done. That's why started a new game with 18 level character just to see how the module ends.
Generally fights are too hard. At least my sorceress had a thoug time to survie from the first goblin ambush because she didn't have enough money to buy proper stuff.
There are many places in the module where the companions are hard to keep alive. Although this doesn't matter because they are mainly cannon fodder. The idea of permanetly dying companions is good but by adding more characteristic into them it would mean something.
This module definitely needs more polishing but I suggest the author to finish the remaining chapters because I'd like to see how this continues. One chapter wasn't enough to show the story's possibilities. _________________________ A good module author is PAG: Patient, Ambitious and Gutsy.
Just picked up the SoZ expansion -- and was impressed with some of the new changes.
If I ever find the time ... I'd like to update this (and remaining) chapters to use the new party system, overland map, etc.
Is there any interest from players? If not, I wont bother.
Also, let me know if anyone is interested in helping! _________________________ the Red Hand of Doom campaign .. Click Here
Posted by logansrun at 2008-10-15 12:06:24 Voted 9.25 on 10/15/08
Great Module, played a Fighter and enjoyed, waiting for Chapter 2!
Posted by Rosie at 2008-10-10 05:45:11 Voted 8.50 on 10/10/08
Enjoyed this quite a bit. Didn't notice any bugs, latest version with MoTB installed and using Kaedrin's PRC pack, a backpacks override and some custom hair-dos. Areas were well-designed, I liked the various companions (giant and ranger especially), and there was some pretty good loot. Spoilers below:
It seemed impossible to rescue the Lioness of Rethmar and the commoners by the farm - even though my paladin ran straight for them, they were already dead when I got to them. Also, at the end, I failed a bluff check to evacuate the town, so was only capable of trying to defend Drellin's Ferry. I can't help but think that my LG Paladin would have been far happier had she been able to evacuate the towsfolk safely, it seemed a bit strange that I could only try to do that via a bluff check. If you're planning another update, maybe a stat check (wisdom or intelligence, maybe?) so that those of us without points in bluff can still try and 'do the right thing' by the townspeople. Anyway no biggie and I'm really looking forward to chapter 2. Thanks for all your hard work!
Posted by helmo1977 at 2008-10-10 01:38:16 Voted 6.50 on 10/10/08
I have played this module two times. One of them a month ago. I have to say it could be a very good module, but it has too many bugs and/or strange things, as well as some balance issues
(the spiders are too powerful and they respawn. A red dragon?. It´s just too powerful for my party). I couldn´t finish the module (after fighting the landing troops and fleeing the town my game said something was missing and I couldn´t continue the module). Perhaps it´s because of your installer (it´s the only module I have seen with an installer) and Windows Vista. Anyway, IF there weren´t so many bugs, it would be a very good module.
Posted by ActorOfVeil at 2008-10-05 14:48:19 Voted 5.75 on 12/05/08
I'd like to watch the module from the toolset but even after putting those files into the module folder I was unable to watch it. When I try to open the module from the toolset it shows only an empty folder. _________________________ A good module author is PAG: Patient, Ambitious and Gutsy.
Posted by ericdoman at 2008-10-03 07:32:12 Voted 9.25
Had played this before but now have a new pc and had to reinstall OC, MOTB etc. Anyway can not play this game because "Could not load module, module file might be corrupt or it was created using a newer version of the toolset and/or game resources". Have replayed probably all top NWN2 modules and have not had anything like this. Any ideas?
Posted by ericdoman at 2008-10-03 06:50:03 Voted 9.25
Just about to have another go at RHOD. Noticed time restraint on CH 2. Have no idea about toolset but more than willing to help with play testing, however only really use mixed ftr classes, AA, Barb, Rgr, Thf, FB and clerics. I only play hardcore.
Blakiepoo@ you're referring to one of the side quests.
The druid is easy if you dispel his buffs first.
The dragon is supposed to be very hard, but not impossible. If your team has trouble, try enlisting the help of the Giant (Warkle) ... but you need to search for his glove under the keep first.
Nearly all encounters are created dynamically based on the game interpretation of difficulty ... which is controlled by the game engine, not anything I've done.
Jorr cant be raised, true -- that is a bug. BUT his death does NOT prevent the PC from going anywhere. There are (2) exits from his cabin area that you failed to notice.
... Its funny to see how critical people can be, when they have never tried creating something with the toolset. Or blame module creators for short-comings of the game engine itself. _________________________ the Red Hand of Doom campaign .. Click Here
Posted by Blakiepoo at 2008-09-09 16:36:15 Voted 4.00 on 09/09/08
I haven't beaten it yet, but so far it's extremely unbalanced.
A level 5 character can't beat a dragon, even if he has other lev 5 companions. Earth Elementals are pathetically easy, the druid overpowered.
Some of the doors don't have an exit behind them.
When Jorr dies, he doesn't come back, and you can't heal him. He prevents you from leaving an area.
MASSIVE amount of bugs.
Posted by Magus_42 at 2008-09-08 20:05:25 Voted 8.50 on 09/08/08
frudillao :: Let's chat ... I could surely use the help to complete chapters 2-5 !!
Trying to find time with work & school full-time, just isn't working. _________________________ the Red Hand of Doom campaign .. Click Here
Posted by frudillao at 2008-08-23 07:02:32 Voted 10.00 on 08/23/08
Great module. But only one thing.... No Fair, I was gonna do this PnP conversion for NWN1&NWN2 lol. Oh well, guess I will pick another PnP conversion. Anyway, you did an awesome job. _________________________
BUG ALERT: The wizards room (not the shop itself) up the stairs in the shop is bugged ... as well as the wizards dialog.
I haven't the time to resolve the issue(s) yet, but for now just avoid going up the stairs in the wizards shop.
There should be no other problems besides this bug ... if you're having issues, please check that your override directory is clear. Its often the cause of issues. _________________________ the Red Hand of Doom campaign .. Click Here
Aaargh! Annoyed some! I want into the tower in the town to see the wee wizard guy that does the crafting and each time it wont load and I have to end the game using ctrl alt del and restart the whole game. Is there any bug fixes for this type of problem? Been having problems too when speaking to people in town. It hangs there too and have to shut down as I mentioned previously...
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone