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
Nearly seamless, the closest I came to a glitch was a quest that never cleared my journal, otherwise it felt like I was playing something bioware had put together, and since they make mistakes like that too I have to give the maker of this module incredible credit.
Posted by darth_borehd at on09/06/08
Great remake of a classic. Very creative ideas to get the same feel as the original. It really deserves an update to version 1.69 and CEP 2.1
Posted by darth_borehd at on09/06/08
killahertz: You have to wait and get the quest for it from the council.
Posted by BePower at on08/25/08
Very good module but it gets confusing midgame: which area is where, and walking around so much gets boring.
Posted by SuperFly_2000 at on07/10/08
My favorite old game! A classic. Rich. Carefully converted to NWN! I am using this module online and have created a community around it. Thanks man! A 10. What else. _________________________ X-Fire NWN1 guild page: Link
Posted by Psychomajor at on06/14/08
loved the book love the module. excellent work... the running around gets boring after awhile but the story keeps me hooked. _________________________ Look up, look down, look all around.... Now don't you feel stupid?
Posted by kelvingreen at on05/03/08
Good module so far. It might be handy to allow multiple henchmen, however, as this module is very tricky with a single player. I'm making my way through with a cleric, so I can at least have a henchman and a summoned animal, but even then it was deadly up until about level four or five. It would also mean that all those other guys aren't just standing around doing nothing in the training hall. ;) Obviously too many would unbalance the module, but it might be nice to be able to have two henchmen rather than the standard one. Anyway, that's the only flaw I can think of right now. Otherwise this is a well constructed module with a nice retro feel.
Posted by killahertz at on03/20/08
Great Mod so far, just one thing. I cannot get to the Sokol Keep. The skipper just keeps telling me he can't take me there. Please help me finish this Awesome Module. Thanks
Posted by Eternal at on03/12/08
Another favorite mod of mine. Does anyone know if there is a way to increase the amount of henchmen you can get in this mod without using OMB or MHB excellent mods. Cheers EK