South Therford is part two of the a three part campaign called the Six Realms. Whittershins is the first part and can be downloaded here. South Therford can be played as a stand alone but is best if played after Whittershins. If it is played without having played Whittershins, be sure and talk to the NPC marked 'Talk to me!' right outside the gates of South Therford to get needed plot items and needed brackground. This module is designed for a single player of 8-10th level or a party of 3-6, 5-7th level characters. This module has 37 areas and 10 quests. Fixed a game end error where Lord Mayhan does not drop his head. Six-Realms 3, Return to Whittershins is now available. Six-Realms 0, The Road to Whittershins is now available. It is for 1st level characters to get them to the right level to start Six-Realms 1, Whittershins.
Posted by Steve_Savicki at 2007-02-18 16:44:47 Voted 1.50 on 02/18/07
Sexually explicit content, unkillable wrestler without everyone going hostile and all around, just a city romp.
The lighthouse puzzle and final ending make this mystery worth playing one time, but this is my least favorite of the series. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by ericdoman at 2006-04-11 15:03:11 Voted 9.50 on 09/05/05
Well tried this a long time ago and so forgot how tough it was. I am at pres 8/3/1 ftr/rg/wiz (the latter to use Gallianos armour and staff of magi, although being a cleric would have been a good choice for Mayhan's helmet). Combats as have been mentioned are incredibly tough, especially Lords' guards BUT imp disarm does the biz. Although had to save and reload a few times as the bloody half orc bandits kept hitting me with a critical) You can not take on the guards if there are 2 or more. So use whatever means necessary to prevent this, setting traps helped a little. Ruddy Iron Golem walked over strong and average fire trap with no damage but got lucky with wand of lightning (all 10 charges). XP seems a bit strange 1000xp for flesh golems and a 1/4 of that for some of Gallianos guards.
Anyway in room with levers cleared everything else. What relevance do these levers have "Sword". I can't remember. 4 seems to be the only one that does no damage to me?
I ahve played this through completely solo, ie no hench so I am wondering how there is a 15th lvl dwf here. Must have missed out on 30000xp from somewhere, NOT?
Anyway prob with lever?
Posted by dumbwinter at 2006-01-31 01:24:46 Voted 9.00 on 01/31/06
good!
Posted by ericdoman at 2005-09-05 09:45:02 Voted 9.50 on 09/05/05
Enjoyed it a lot. Yes some encounters were very difficult warehouse (probably the best defensive set up I have ever encountered in NWN) but use of tactics, leaving some encounters behind and gaining a level or two from other quests and using henchmen. Linu (cleric) ideal for many encounters, especially undead as she can buff you up. My character was a 4/3/3 ftr/rg/assassin at beginning. Did O and 1 before hand. Also played hardcore. Only drawback was you could not change henchmen inventory, except when they wnet up a level. So using Daelan at beginning I gave up on him as his AC was very low and he did not have any healing potions.
Posted by Steve_Savicki at 2005-09-02 03:49:30 Voted 1.50 on 02/18/07
Hi, what makes this module mature rated? _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Snugiraffe ( 217.94.xxx.xxx ) at 2005-04-28 18:15:00
The Whittershins campaign is one of the first bunch of modules I've downloaded and I've thoroughly enjoyed the way my character is treated so cheekily! Well done! My character himself has some comments of his own however:
**SPOILER?**
Ye gods, what a dump! Whittershins was great, but Sutherford, uh, sorry, South Therford is driving me nuts! I'm no more than a simple Dwarf fighter/Dwarven defender (8/7 - that count as simple?), how am I supposed to figure out all this detective stuff?!? I mean everyone is bonkers here! They're playing bingo in the town's main temple, the only merchant is a drow (!), the Elves in the temple of Shilane have made me an honorary Elven noble (me! I'm a Dwarf!) and the only witness to this whole double murder scenario who seems to be remotely reliable is a thick half-orc who slaps himself with his own saliva!!
How do I get into the Lords' abodes?? All I wanted to do was to deliver a letter. Maybe I should go back to Whittershins, I liked it there...
Posted by cegli at 2005-01-19 07:47:36 Voted 8.50 on 01/19/05
Posted by erthule at 2004-11-02 01:52:48 Voted 8.25 on 11/02/04
Posted by lebowski at 2004-03-23 13:19:22 Voted 9.00 on 03/23/04
The best part of the three, challenging and amusing. Mog rules. _________________________ The hottest new modules you can't miss - player suggested
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Posted by bonobo_theory at 2004-03-06 18:02:50 Voted 2.00 on 03/06/04
Posted by bonobo_theory at 2004-03-06 17:57:00 Voted 2.00 on 03/06/04
After enjoying the first two-thirds of Whittershins (the playable part), I decided to give this one a try. After my experience with that module, I should have known better.
This one suffers from the same problem as its predecessor: impossible encounters. I used a single 8th-level fighter, the same one I played in Whittershins, using equipment found in that module and this one. Still, it's not enough. I barely made it through the wererats, using a few thousand GP worth of healing potions for a measly 400GP "reward." Armed with my newly diminished firepower, I set off into a warehouse where I went through ten Cure Critical potions and 8 respawns (and this is on the Easy setting) before I gave up and went for what I hoped would be an easier quest - the lighthouse. No dice. I barely beat the two vampires (both rated as Overpowering, and attacking simultaneously), and went for the ghost. I managed to hit him once (rolling a 20), only to find my weapons couldn't hurt him.
Pointless, utterly pointless. Maybe it's designed o be impossible, so when I finally make it through some bizarre stroke of luck, perseverance, and a ridiculous number of respawns, I can brag to my buddies that "I beated teh hardest modual on teh intarnet!"
I wouldn't attempt this with anything short of a 12th level fighter armed with at least a +3 weapon, but even that may not be enough. You're better off avoiding it altogether.
Posted by bonobo_theory at 2004-03-06 17:57:00 Voted 2.00 on 03/06/04
After enjoying the first two-thirds of Whittershins (the playable part), I decided to give this one a try. After my experience with that module, I should have known better.
This one suffers from the same problem as its predecessor: impossible encounters. I used a single 8th-level fighter, the same one I played in Whittershins, using equipment found in that module and this one. Still, it's not enough. I barely made it through the wererats, using a few thousand GP worth of healing potions for a measly 400GP "reward." Armed with my newly diminished firepower, I set off into a warehouse where I went through ten Cure Critical potions and 8 respawns (and this is on the Easy setting) before I gave up and went for what I hoped would be an easier quest - the lighthouse. No dice. I barely beat the two vampires (both rated as Overpowering, and attacking simultaneously), and went for the ghost. I managed to hit him once (rolling a 20), only to find my weapons couldn't hurt him.
Pointless, utterly pointless. Maybe it's designed o be impossible, so when I finally make it through some bizarre stroke of luck, perseverance, and a ridiculous number of respawns, I can brag to my buddies that "I beated teh hardest modual on teh intarnet!"
I wouldn't attempt this with anything short of a 12th level fighter armed with at least a +3 weapon, but even that may not be enough. You're better off avoiding it altogether.
Posted by LichMaster at 2004-02-28 21:33:50 Voted 8.00 on 02/28/04