5th-7th level, Dont take anything higher than 9th or you will be bored.
Tricks & Traps
Heavy
Roleplay
Heavy
Hack & Slash
Heavy
Scope
Large
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
07
Max # Players
01
Min # Players
01
Min Character Level
05
Content Rating
Mature
Alignments
Any Good or Neutral will do, not much choice for evil
Description
Traveling on a Caravan bound for Sundabar, a terrible storm has whipped up forcing Caravan Master Sergei Wetteel to pull in for the night in the tiny hamlet of Tragidor. But a sinister secret is brewing in this little town where nothing is as it seems. A town full of life where its people hack their lives out of the wilderness bearing their children along the way. A town where everyone has a story... some spanning generations. NOTE: This Version is for higher end systems with solid vid card. Lower End Version can be found here... http://nwvault.ign.com/Files/modules/data/1029065122789.shtml
Ooops, previous comment was meant for the nwn2 version. Applies nonetheless.
Posted by aelfwyne at on10/20/07
Nice so far - but a request please for updates/future modules. PLEASE put the level recommendations in the module description. I started with a level 1 character and got slaughtered.
Posted by corrandk at on09/29/07
Solid. One request, not just you, but all module makers. Is it possible to put the recommended starting character level (and anything else specifically recommended for the mod) in the ingame info. Its hard to remember with all the great stuff people keep putting up here for me to download and run through! :D
Posted by Razide0506 at on09/25/07
This module has aged exceptionally well - far more so than many other HoF modules - and despite the fact that it lacks custom content, or even the improvements introduced in SoU/HotU (like henchman inventory control), it still compares favorably to most any other module on the Vault. The real strengths of this module are the story, characters, and dialogue. Although the village of Tragidor is itself a bit underdeveloped (where does everyone live?), the npcs in the module are actual characters with personalities, not just cardboard cutouts. The dialogue in the module is particularly good: the people actually sound like people, and while the pc's dialogue does fall a bit into the standard good/mercenary/jerk tropes, it's still better than what I've seen in a lot of other modules. The story is generally well done, and the module has an epilogue that's different from anything I've seen in any other module, and which is actually somewhat poignant, and which shows the extra effort the author put into breathing life into his characters. I played through the module with a 7th level Fighter/Sorcerer/Red Dragon Disciple and found the difficulty to be just about right. Most of the fights weren't too hard, but in one case I had to run for my life, and my henchmen died more than once. The module generally looks good if not outstanding, but I did particularly like the design for the large forest area. The author used well placed hills and tree clumps to make the area feel like several small areas, rather than one huge area. Also, the author made very good use of sounds and pop-up text to create a very creepy atmosphere in the tower. I ran into one notable flaw: I didn't meet Old Man Wilkers until late into the module. When I first spoke to him, he acted as if we had already met. Then, when I spoke to him a second time, he acted as if we were meeting for the first time. Also, I spoke to the drow npc after I had found the real magical artifact, and she just repeated the line about it being a fake. And on that note, the fake artifact was the one thing that really annoyed me about the module, since it required a huge amount of backtracking (and that was after all the backtracking I did to get out of the module the first time). Finally, the lack of a walkthrough detracts a bit from the module, as I eventually had to check the comments on the module page to figure out how to find the real artifact (I spent a lot of time looking for secret doors before I realized this module was made before that feature had been implemented).
Posted by WeAreAllKosh at on08/21/07
I quit in the goblin caves. The respawning over and over and over right on top of me was just way too much. There are more intricate ways to build challenging encounters than the tired old 'throw 100 creatures at them' approach. There were all sorts of bugs on top of this. Like receiving directions from the amulet which I -didn't- take from the grave because I was playing a good character. And the journal entries mentioning directions that I never received in dialogue. Came across as rather sloppy. I liked the fact that the NPC's had so much to say and the story seemed to be headed in some interesting directions, even if the writing could have used a little polishing. Others have vouched for the story here and I'll take their word for it. But I'm not willing to stick around for the rest of it if it means enduring endless hordes of creatures.
Posted by AdamMighty at on06/19/07
Good Module, Great Ending. *Spoiler* Alas, the blacksmith didn't survive the orc ambush and I was never able to get him to make me something with the writ. Oh well. ;) *End Spoiler* Overall, Recommended. Good Work.
Posted by regnjazz at on05/09/07
Nice mod...I enjoyed it
Posted by bernvault at on05/09/07
Excellent enjoyable module. Well balanced for my ranger. Only sad thing was that I couldn't see (ie identify) a certain amulet. I'd run out of ID scrolls and 19 Lore wasn't enough. Had to drop character into a "gym" module to see it. Perhaps make it easier to identify? Thanks for your good work. Eagerly anticipate a sequel.
Posted by Phoenixus at 12:06:43 Voted10.00
Well I don't really support this mod anymore, but if you really want to get through it... Here's what you're missing. The mysterious note in Ugrak's desk gets taken to Old Man Wilkers who opens the door to get Delacya. The Dark Ones quest completes in the Abyss at the True Asberdies. To get to the Abyss... Near the false asberdies room is passage with caved in rocks. There is an area transition on the floor there, click on it, it will let you through. Then you will be in the Abyss. Make sure you are well equipped with healing potions and such. The Half Orc cannot be found anywhere in the Forest or in the Initial Tragidor areas. He only appears at the end in the final fight. To get to the End and to that point... you must cross the Abyss and gain the True Asberdies. The Spy is Breen Luskow... in order to bust him, you must have the Mysterious Note from Ugrak's desk, and you must do it before you talk to Old Man Wilkers. Also... when this was made long long ago, there were no secret doors nor visible cloaks and robes. Nor were there any cutscenes... all that came afterwards. So there was a lot of things that could not be done when this was originally released. This module is in the original offering of NWN1's release state before the patches and content additions and expansions.
Posted by Mirgalen at 2007-04-2204:56:05
I completed this module once (and forgot to write something about it I guess) with a well equipped shifter. I am not sure how but I know I got to the end of the module. This time I restarted the module with my (average) rogue/fighter lvl 7 coming from the Desert and going West to the Sword Coast (to play Pirates). First I found the module tedious but still OK. The motivation of my character being to find a passage to the West and and help the villagers a bit in the process if possible. Early on I found a way around the "problem" but escaping is not what the module was designed for. Completed all the possible quests except the "Dark Ones". Spoke to everyone but never found the key NPCs. Did not see the big attack. Not sure how it is triggered so I can't tell if a script did not work or if I missed something. If the "Dark Ones" quest is compulsory my character simply cannot do it. Once you get anywhere near the Asberdies I found the difficulty to be rather "insane". Only a very well equipped character can possibly do this solo (forget the useless henchmen) at level 8. If the quest is optional as it might be (as none of the key NPC can possibly be there) fair enough but then some script did not work for me. Not being able to get to the end of this (alive) is indeed a real tragedy. * Spoiler * Got the fake Asberdies (can't survive the trip to get the real one) * Can't find the Half-Orc in/out of the village * Entered the house of the "local boss" found a bunch of documents but he is nowhere * Did not find any spy in the village * All Drows found are dead except one in the camp who was never hostile * Orc camp secured/ barricade secured