no henchies avail, pure magic may have combat issues.
DMNeeded
Part of Series
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
08
Max # Players
04
Min # Players
01
Min Character Level
04
Content Rating
Teen
Alignments
Psychotic Evil characters might kill the quest givers
Description
Loosely based on 'Day of Al'Akbar' TSR 1986. You are the hired escort of a small merchant caravan as it makes it's way through the desert to the ancient city of Al'Emir. The wagons and goods belong to the Desert Nomads, a broad term for a diverse people. The Nomads are said to posses powerful secrets, both martial and magical... a characteristic they share with the desert itself. This is my first attempt at building, and I hope to get feedback on how I can improve.
Posted by micon at 2007-09-07 10:10:10 Voted 9.50 on 09/07/07
Just to let You know I did figure out the antidote I never asked to make it in the first place. For a while the possibility of a combination was taxing
---------------------------------
a specific key :a horrible necessity of the game _________________________ micon
Posted by micon at 2007-09-07 06:59:45 Voted 9.50 on 09/07/07
Have been trying out quite a few modules lately annoyingly I keep getting 'no custom talk ' ! I do not know what I am missing where to put the file and a lay rundown of how 'it' all works would be appreciated.
sorry for the digression and inappropiate positioning of my problem.
I have all the ingredients for making the anti-dote but the druid...won't acknowledge that I have the cacti flower for the remedey although I am lacking the remedy antidote for H***** AND I can not figure out how to make this antidote cause the Druid will not give this option anymore! Have I gone too far I don't remember being given an option for the antidote to hellborn . I will retry from mt last save
Quite a tricky puzzle , full marks
Enjoyable and engaging
Just finished playing the OLD VERSION with my "desert monk".
Very nice. A few bugs probably ironed out in the update.
Part II and III would be nice indeed.
Posted by lreit at 2007-01-31 16:18:42 Voted 9.25 on 01/31/07
very much fun! thank you for the mod. i never played the pnp version but this was well done. i didn't like how the mod ended and now i'm jonesin' for the next installment.
****spoiler****
btw, i played with an 8th level wizard with no uberpowerful equipment and finished each quest. had a bit of trouble with the mummy emperor but other than that no problem.
Hi, we play in multi, and how can we heal the oasis, when we click on the table to test the poisonned water nothing happend.... :/ we have all ingredients. _________________________ You want an intro for your mod? Link
Contact us: Link
Posted by Vorpal at 2006-12-23 15:13:49 Voted 7.50 on 12/23/06
Nice module. The quests were interesting, the areas weren't bloated or stuffed with filler, and the dialogue was entertaining. Better yet, it was legible. Modules full of sloppy spelling mistakes make me want to break the module builder's fingers. The combat was generally well-balanced, although that cave full of beetles was an exercise in masochism. My monk managed to survive, but only by chugging potions like it was going out of fashion. The thing about respawning encounters is that there's a fine line between 'challenging' and 'horribly annoying'. Stag beetles don't have a whole lot of hit points, but they pack a wallop whenever they manage to hit you. You were teetering unsteadily on the precipice of horribly annoying with that beetle cave.
Other than that, I had a stonking great pile of fun. Now, get to work on the next chapter. I desperately want to know what's so damn fabulous about that cup.
Oh wow, new interest in my old mod. Well this calls for an update - I'll have something by the end of January.
Twar_Blackshire and Tylares are right; the ending needs a lot more work, I was expecting to just load part 2 at that point and then I abandoned the project due to lack of interest. Sorry about the problems you had with Stormwing. I'm primarily a writer and not a scripter, which is why its easy to do a mod with few spelling errors but tough to get the dragon to act the way I want.
Posted by Twar_Blackshire at 2006-11-21 14:50:25 Voted 9.00 on 11/21/06
I really enjoyed this mod, and then it ended without informing the character that it is over. All quests completed, no furthering of the plot. Just a map pin that says To Al'Emir(unusable?orsomething*) So, because you didn't script any kind of end, I wandered all over the maps trying to talk to people and see if the far bandit camp transition east would work again?? That was the only dissapointment that I experienced. Very few spelling errors was nice to see.
Fix the end so it actually ENDS. Thanks for the otherwise incredible work. Twar.
Never mind my previous comment. I managed to solve it with liberal use of dm_setfactiondefender in debug mode.
Anyway, it would be nice to see a part 2 of this mod. As is it ended rather abruptly and almost pointlessly. Which is too bad, 'cause it's really well done so far.
This is a lot of fun, but for the life of me I cannot get past that stupid dragon. I understand StormWing is supposed to attack if you try to do something funny, but no matter what I do it always becomes angry with me. I was hoping to complete this quest without having to kill it. Any way I can reset my reputation with the thing so I can get through?
Posted by Steve_Savicki at 2006-08-05 15:56:39 Voted 10.00 on 08/05/06
Oh, I hope the author comes back for part 2! _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by jlarusso at 2004-02-28 20:41:04 Voted 4.00 on 02/28/04
Posted by Mirgalen ( ..xxx.xxx ) at 2004-02-13 18:33:00
Chuck,
I am a fan of this mod. I played it in the 80s with my Ranger (Mirgalen) and found the Graal (it's called Talisman of Al'Akbar in the mod) and the largest treasure found in any mod I ever played (a room full of gems of all colors and size like the stars in the sky - the entire treasure is worth 1,000,000 GP).
Note: Some months/years later Indiana Jones found the Graal too but who cares I had done it before him!
I also remember that this is a fairly high level mod (8-10 as the cover says). You seems to have downgraded it a little. We played it with four characters LVL 9 or 10 I think. The big treasure was divided in an interesting way. The Priest of Ra (I played SoU with this character) took 1 GP and the other characters took 333,333 GP each.
I am looking forward to replay this one!
Posted by Chuck ( ..xxx.xxx ) at 2003-12-05 19:21:00
Updated to v 1.4 - Added "Heal the Oasis" Quest and associated areas.
Posted by Skather ( ..xxx.xxx ) at 2003-11-30 19:25:00
Thanks for the clarification, Chuck. I think we'll try and give it another go with a three man party later in the week.
Posted by Chuck ( ..xxx.xxx ) at 2003-11-30 17:50:00
Updated to v1.32 in an attempt to get Skather to give it another try:
prolouge will now allow you to get xp until 8th level, also, level recomendations have been clarified (see below post).
Posted by Chuck ( ..xxx.xxx ) at 2003-11-30 17:09:00
Skather:
Thanks for letting me know about the problems. I'm working pretty short of playtesters and this is exactly the stuff I need.
SPOILERS:
-It's true that Sara's quest was broken if you find the doll first, Fixed in v1.3.
-there is a second key, it's past the baddies in the ruins you didn't fight.
-the ruins ARE tough and intended to be the last thing you do once you clear them they will only respawn two at a time. I recomend buying magic and setting traps to get 'em. My reasoning for this is that I have placed a very powerful weapon in the module and I'm aiming for people to have to work for it. Also, clearing the ruins is not manditory to advance the plot.
-One thing I will do based on your comments is change the prolouge to explain/enable my intentions for the level/party size:
party of 4: 4th level
party of 3: 5th level
party of 2: 6th level
party of 1: 8th level
Posted by Skather ( ..xxx.xxx ) at 2003-11-30 16:44:00
I was playing this with a friend, we were having an ok time, but then started running into some issues, and decided not to finish it. *SPOILER WARNING*
- We found Sara's doll before we had talked to her. When we do find her in the camp, we got an error message saying if we were reading it, there's a problem with her dialog.
- Found the trap door easy enough to the south of the road, but then had no key to open the chest down below. So we went looking elsewhere for said key. Found an imperial key in hatchling cave, but it doesn't open the chest. Is this the right key?
- We tried to do the ruined citadel, but there were too many critters coming at us, we thought it was ridiculous. We were lvl 4, and just the two of us. Had planned to try the citadel again after we gained another lvl, but after 2 seemingly failed quests, we decided to call it quits.
Maybe you already fixed this stuff in your new update, or it might just be us. Would like to know if we were doing this wrong. Thanks.
Posted by Chuck ( ..xxx.xxx ) at 2003-11-29 21:43:00
Updated to v1.3 - added water system, and tuned some conversations.
Posted by Chuck ( ..xxx.xxx ) at 2003-11-22 21:30:00
Updated to v1.2 - added new required quest "cross the chasm" which includes six new areas.
Posted by Chuck ( ..xxx.xxx ) at 2003-11-21 12:04:00
I found a pic of the original module cover and uploaded it as the "large picture" (click my little city picture to see it).
Fair warning: this module has a slightly risqe cover pic which made it a number-one seller to pubescent boys. Mmm harem girls...
Posted by Chuck ( ..xxx.xxx ) at 2003-11-21 11:50:00
Thanks for the enthuasim!
I would like to mention that this is a work in progress. In it's present form, it's a little bit short for my taste. So I have it up here looking for feedback/ideas to stretch it out a bit, and to see if folks are interested in it.
Mostly what I'm taking from the PnP module is the setting, the format (desert -> city -> dungeon), and the artifact at the end. I should mention that I'm not working with the PnP version in front of me but recalling back to the actual late 80's when I served as PnP Dungeon Master for it (at the time I had it memorized). In fact, as I recall, there were two Al'Akbar artifacts in the PnP version and the Cup was the lesser of them, and much easier to get (I think it was ungarded in the harem, like the PC's wouldn't want to search there first).
So be forwarned that the final product will not contain the same NPC's, maps, villians, or motivations as the PnP version, but I did borrow enough to feel that credit was due.
Posted by BlueAres ( ..xxx.xxx ) at 2003-11-20 22:17:00
Wow! I haven't had a chance to play it yet, but I just wanted to express my thanks for converting the module. I have an original copy myself, and I was thinking of converting it as well, but decided against it, since I thought it would be too difficult to make into an NWN module. Although the idea of the original module is cool, the main plot line seemed a little thin for NWN, as well as being light on action. I can't wait to see how you were able to make it into a NWN module! Let's see more PnP module conversions!
Posted by Chuck ( ..xxx.xxx ) at 2003-11-20 20:43:00
Updated to V 1.1
Added a prelude to advance new characters to level 4, added a non-mandatory quest.
Posted by Chuck ( ..xxx.xxx ) at 2003-11-18 13:15:00
Fahad's Quest definately works, just hafta know where to look. A character with 0 search in detect mode in the right location will see it. However, I did only show the clue as to where to search once when Fahad gives the mission.
Here it is again (I'll put it in the Journal entry in a future version):
little SPOILER:
Fahad: The weapons are hidden in a secret vault to the south of here. "Where the river turns from sunset to sunrise." I am sorry I cannot be of more help, my grandfather was wounded and had only vauge memories of what exactly had transpired.
Posted by Alcarin ( ..xxx.xxx ) at 2003-11-18 10:28:00
First off, I want to say that what I have completed of your mod, it's well done. I've completed all but one quest with no errors or other bugs.
Minor Spoilers Ahead!!!
Fahad's quest I can't seem to complete. I go south of the camp and run into bunches of re-spawning undead, but I cannot find either another area transition or a secret door. Grant you, my fighter only has a Search skill of 2, so that might be the problem.
However, I wanted you to know my problem, just in case it is on your end. :) I'll try again with a rogue or something just to see if a higher search skill will work. :)
You must be Logged In to post comments in this section.