Ar�Aialon, the greatest city of the known world and the capital of an Empire in a world known as Aiar.
Gameplay Length
3 - 5
Number Players
This campaign is designed for single player only.
Language
English
Level Range
Using a character from Aiar A0 - Youth is highly recommended.
Races
Human or half-elf.
Tricks & Traps
Medium
Roleplay
Medium
Hack & Slash
Light
Classes
Designed for rogues and rogue multiclasses.
Scope
Part of Series
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
02
Max # Players
01
Min # Players
01
Min Character Level
02
Content Rating
Teen
Alignments
Mostly neutral.
Description
Aiar A1 - Chaos continues the story that started in Aiar A0 - Youth.
It has been almost five years since you joined the Silvercloaks. Those years have been full of hard work. You could never have imagined Savath requiring you to know this much about the world.
Now that time is almost past. Today was the Founding Day, an imperial holiday celebrated for the founding of the Empire 770 years ago. You have just returned to Ar'Aialon from a farm near the city where you've lived most of the past five years. Savath has asked you to visit his house at Clerk's Street the following morning. But now you're sleeping...
Posted by Mirgalen at 2009-05-27 03:06:37 Voted 7.50 on 05/27/09
Despite a few bugs and oddities already pointed out by other payers this chapter is far better than the previous one and closer to the quality of "Desert Rose". Back in 2003, this was certainly an outstanding module with a number of excellent cutscenes. Today however it falls somewhere in the middle between an average module and a masterpiece. Certainly worth a try though.
Posted by CheeseshireCat at 2009-03-06 10:18:06 Voted 5.00 on 03/06/09
Needs serious testing. Quest status variable checks are done poorly in many cases, which easily makes some action done out of intended order skip half the plot or mess it up. Barring that, would have been a really good one - if there was a continuation.
Posted by ShadowySweetness at 2007-10-19 20:44:21 Voted 10.00 on 10/19/07
Hello Mikael,
I so enjoyed this series all the way through untill
suddenly I was needing part 2:(
Really wish you could find a way to finish this as
Rogue is my favorite class and there are not many
Pure Rogue mods available.
I hate puzzle mods but, I actually like the puzzles
implemented in this.
Um I did sorta cheat though on some of them. I called my
kids down to help solve a couple and of course they made
mommy look silly and solved them although it did take
them a bit of thinking;)
Please just think about maybe continuing this as it
is wonderful and not even 1 Bug to report:)
Also maybe you know someone on here that you could
pass the story onto to help build another although
I rather it from you:)
I know I'm a begger haha.
Thank you so much for taking your OWN Personal time
to make this series for us. As with out you Mod
Builders... What are us NWN 1 fans to do?
"Designed for rogues and rogue multiclasses." Why would you play a non-rogue class and then dock points for requiring rogue skills?
Posted by Steve_Savicki at 2007-06-20 04:23:50 Voted 9.75 on 06/20/07
-.25: Had to have lock picking skill- I had to delevel my character just to give him the open lock skill.
For non rogues, include a key for that chest, please. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Steve_Savicki at 2007-06-11 07:29:15 Voted 9.75 on 06/20/07
Hi, how do you get the mock firestone? It's in a locked unbashable chest and I cannot seem to find a key. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by taejin at 2007-01-30 16:00:49 Voted 10.00 on 01/30/07
Much much better from first, wish there will be 3rd sequeal to finish it off. However didnt' like there was no way to beat the golems, had to dodge alot. also Carv was not in his house when I tracked him down by blood-stains. Love the extra feats that could learn, like spiderman wall climbing.
Posted by xavi_ at 2007-01-03 10:52:42 Voted 9.50 on 01/03/07
Good:
* History.
* You can solve all quests with 0 guards killed (but no bonus for that).
* Puzzles.
Bad:
* The 3rd module (Aiar A2) was discontinued :(.
Good work! Thanks for this mod :). It�s a pity that Aiar A2 was discontinued :(
Posted by Drakeman ( 200.120.xxx.xxx ) at 2006-06-13 06:29:23
very good module.. One of the best that i ever played. But what i do an the fireweed mansion (the ligthing barrier)?
Posted by yuma_bill ( 24.2.xxx.xxx ) at 2006-03-14 06:27:08
Thanks for the excellent mods, I really enjoyed the emphasis on stealth and craftiness, as well as all the custom items! I am looking forward to seeing your work with DLA
One of my favorite module series. I do hope to see the last one put together.
Posted by Kataja at 2005-12-04 14:09:47 Voted 9.00 on 12/04/05
The plot started in A0 continues nicely. There are puzzles, some of which got me clueless, but the detailed spoilers get over it. The fact that there is no next episode is a bummer, but since the modules were brief we at least got this much before Mikael passed on to other projects. It's a clean module enjoyable by story freaks (who can survive the discontinuity) and puzzle lovers, but you might not want to play the series if you're looking for munchkination and rewards for killing people you don't really need to kill.
Maybe you're just a bit stupid, branmakmuffin. Anyway, I'm glad you seemed to have stopped with the troll votes when you throw a tantrum. Most of us like puzzles. Get with it, mate, it ain't about you...
Posted by caschoeps at 2005-06-01 03:01:55 Voted 9.00 on 06/01/05
The only thing that annoyed me with this module was that there were too few hints for some of the puzzles. The arrow room for instance had me stymied until I realized that there were not enough "arrows" to open the doors - and I had to access the spoiler file then (I thought it was a bug). After that I easily solved it though. The "arrows and golem" room was a bit of a problem too since I tried to find out a pattern in the golem movements - without finding one. And the only reason I attempted it in the first place was that I figured if you scripted it it must be important - I did not see the chest containing the item until I was almost there. Some hint might be appropriate.
In the early missions I had severe problems bypassing the guards - especially in the swamp base they saw me immediately and ganged up on me although I had decent hide & MS scores. I could not set traps or lure them around, and was too weak for a standup-fight. In the end I resorted to the DebugMode.
The rest limitation was a bit annoying, but since I played a full rogue not a major problem. As a caster I would have cursed at all the needless area loading though.
Apart from that, I liked the two modules a lot - especially since rogues are constantly vying with wizards for the title of "my favorite class". Very well done, and I hope there will be a next part despite your other obligations.
Even with the walkthrough, I couldn't figure out the Fireweed Mansion "arrow room" puzzle. Anyone who puts annoyingly senseless random puzles should put in a "bypass my annoyingly senseless random puzzle" option (there's a good mod that has this option, but I forget which one at the moment). I stopped playing this mod just as I stopped playing the SoU OC because of stupid puzzles.
If I want stupid puzzles, I'll play Zork. NwN is a ROLE-PLAYIONG GAME. I want to ROLE-PLAY.
Other than that, the mod is OK, but I didn't (and I won't) finish, so I won't vote.
Posted by Master of the Obvious ( 141.211.xxx.xxx ) at 2005-02-16 13:35:00
If you check the author's post below, you'll see that this series has been put on permanant hiatus/cancelled-- he's working with the DLA now. Great mod, by the way.
Posted by Panzuriel at 2005-01-17 15:56:45 Voted 9.00 on 01/17/05
Posted by Panzuriel at 2005-01-17 15:56:00 Voted 9.00 on 01/17/05
Great mod. So, when is the next installation coming out? Hello?
Posted by AltImA at 2004-12-24 08:46:00 Voted 9.50 on 12/24/04
I pulled the chain until it worked... and it was fine
and when is this Aiar 2 coming out?
Posted by AltImA at 2004-12-24 08:41:09 Voted 9.50 on 12/24/04
This module is strongly built
Heavily Scripted
Perfect if you are in for a Stealth Module.
9.5
Posted by Kenko at 2004-11-02 15:39:06 Voted 9.00 on 11/02/04
Very well done mod, but a shame there won't be a next part!
Posted by Dumb ? ( 83.156.xxx.xxx ) at 2004-10-21 12:35:00
Hi there,
I am stuck with the arrow puzzle : I cannot have three arrows pointing in the same direction, there are only two of them, whatever I do !! A little help would be very appreciated.
Posted by Snowdon at 2004-09-01 10:24:58 Voted 6.50 on 09/01/04
Posted by Anonymous ( 203.142.xxx.xxx ) at 2004-08-21 04:31:00
***SPOILERS****
For the arrows puzzle i agree it's fairly difficulat to understand, but opnce you get it it's easy, ever used one of those puzzles where you have all the little squares and one blank space? and you shift the squres around to get a picture... That's what it is. And you need the corner 3 to be pointing in the corner that they're in to open that door
eg.
123
456
789
124 must all be pointing up-left for that door to open. And if, say 1, 2 were both already ponigth that way, but 4 was blank and the middle had it, then you would walk over 4 and onto the middle and the arrow would go into the correct spot and voila.
Posted by TimHobbit at 2004-07-20 15:04:00 Voted 10.00
If I remember correctly (it has been several months, since I played this mod) you have to move onto the arrows to make them line-up. Pulling the chain only resets them."In a hole in the ground, there lived a Hobbit."
Posted by Anonymous ( 18.194.xxx.xxx ) at 2004-07-18 22:14:00
I really like playing this mod, except for the fact that the puzzles are often a little over the top. Especially the Fireweed Mansion one, with the arrows. Even using the spoilers, I cannot figure out this puzzle. The spoilers mention at least three arrows pointing in the same direction, and if three arrows ever did I would be able to open at least one of the doors. But at most only two ever point the same way. Four directions, eight arrows. Every time I pull the chain the arrows move around, but never change. Is there really any way for me to get past this puzzle, or do I just need to abandon the mod?
Posted by Anonymous ( 204.118.xxx.xxx ) at 2004-07-15 06:27:00
I would argue that CODI is larger and grander than DLA, and the PRC is by far the best thing that has happened to NWN, but that's just me. Still mad because I couldn't finish this mod, which seemed really cool, but is broke (dude outside on beach always sees me, and ports on top of me so the workaround doesn't work).
Posted by spacerat ( 64.216.xxx.xxx ) at 2004-07-01 12:14:00
I'll believe that when they release a fully funtional module.