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NWN MODULES

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Title  An Expedition to Emyn Uial v1-2
Author  Ocie1
Submitted / Updated  09-22-2002 / 09-28-2002
Category  Dungeon Adventure
Setting  Middle-Earth Inspired
Gameplay Length  8-10 hours
Number Players  3-5 optimal. (Completed with two level 2, solo is enjoyable as a level 3-4 character with starting equipment)
Language  English
Tricks & Traps  Light
Roleplay  Heavy
Hack & Slash  Heavy
Classes  Designed around a core group of fighter, cleric, rogue + one other character
Scope  Large
DMNeeded  No DM Required
Single or Multiplayer  Multiplayer
Max Character Level  04
Max # Players  05
Min # Players  03
Min Character Level  01
Content Rating  Teen
Description
'Elendil passed up the River Lhun and beyond Ered Luin he established his realm, and his people dwelt in many places in Eriador about the courses of the Lhun and the Baranduin; but his chief city was at Annuminas beside the water of Lake Nenuial and below Emyn Uial. At Fornost upon the North Downs also the Numenoreans dwelt... Naa cormlle tanya tel'raa? Lle desiel....? *Have you the heart of a lion? Are you ready?* Description: Set within the Wilderness of Northern Middle-Earth. The quests and some of the flavor are drawn from Middle-Earth and so is the theme, but the setting is Very Loosely based on Tolkien. The creatures and places are not Tolkien-esque! The Elvish within the module is mainly Sindarian. Type of Module: Exploratory. Uncover quests as your party travels through hills,swamps, forests, caves, and ruins. Special attention was placed on atmosphere and special effects. This module is well suited for role-play within the party.

Files

NameTypeSizeDownloads
Expedition12.zipExpedition12.zip
Submitted: 09-22-2002 / Last Updated: 09-28-2002
zip11.1Mb2695
--
SCORE OUT OF 10
8.32
9 votes
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Comments (16):

Posted by robert_t_walker at 2012-01-15 00:12:05    Voted 9.00 on 01/15/12
The overall story is the rather bland "a band of adventurers explores a remote region", but the encounters and NPCs and loot are all intricately constructed. They don't go together in any discernible fashion, but each one is quite entertaining. I was particularly enchanted when I stumbled across the party of drow adventurers exploring the same caves I was, but from the other direction. And I loved having a portable torch follow me around. There are a few bugs, but considering the age of the module it has held up amazingly well.

The in-game help system (meditation pads) was a delightful discovery, though I failed to recognize it until I found explicit instructions in an encyclopedia I stumbled across very late in the adventure. It was nice that it was able to help me recover from a bug that caused a merchant to disappear after I had cluelessly sold him a crucial plot item.

Alas, the application hung whenever I attempted to step through the time portal to help refight the lost battle, but I'm inclined to suspect that would have been the final encounter of the module in any case.


Posted by werelynx2 at 2010-08-13 04:10:28    Voted 7.75 on 08/13/10
If it was polished it would have made a rly nice module
_________________________
Thanks Rolo:)

Posted by ericdoman at 2009-05-29 09:57:47    Voted 9.00 on 05/29/09
Had no idea how to change starting point so entered game with a 1st lvl clr. Ended up reloading and using a 3rd lvl clr.

BUT for a game that is nearly 7 years old. How was it missed I would have imagined it would have blown away all mods of that time.

Years ahead of other mods, with customised creatures and items. Reasonable storyline as well.

Any author out there with a little free time on their hand could reallyimprove this module.

Posted by Mirgalen at 2009-03-04 19:43:46    Voted 9.00 on 03/04/09
An exploration module with a great atmosphere, unique creatures and items and outstanding special/visual effects.

Important Note:
You need to reset the starting point before playing this or walk back South to the farming area.

Note: Just an appreciation vote not a full review.

Posted by Darkvalley at 2007-01-29 11:44:49    Voted 9.50 on 01/29/07
I love it, great atmosphere and unique Ideas, thanks Ocie!

Posted by Abydos at 2004-02-28 21:33:54    Voted 10.00 on 02/28/04
Fun: 10   Layout / Design: 10   Dialogue 10   Originality / Creativity 10   Quality Control 10   

Posted by zamry at 2004-02-28 21:32:38    Voted 8.00 on 02/28/04
Fun: 7   Layout / Design: 10   Dialogue 7   Originality / Creativity 9   Quality Control 9   

Posted by mherberger at 2004-02-28 20:42:31    Voted 6.00 on 02/28/04
Fun: 8   Layout / Design: 7   Dialogue 6   Originality / Creativity 5   Quality Control 5   

Posted by MoonWiNC at 2004-02-28 20:42:23    Voted 6.00 on 02/28/04
Fun: 5   Layout / Design: 4   Dialogue 9   Originality / Creativity 5   Quality Control 6   

Posted by MoonWiNC ( ..xxx.xxx ) at 2003-06-10 05:58:00    
Oh - Sorry I missed one section.

One thing I did find extremely good was the Dialogue which is why I felt this was more than just a module, and in fact you could make a really good story out of your ideas and conversation telling style. I have to admit, I loved the witches the most, the interaction and the whole scene was well scripted and was interesting to read.

Keep up the good work in that regard, to many people doing quick one liners which don't help immerse the player into a story.

MoonWiNC

Posted by Resyek Ezos ( ..xxx.xxx ) at 2002-10-13 23:43:00    
This mod is fun, however I have some technical problems
with it : there are several occasions in the game where it
simply crashes : once when I try to enter the building on
the second map (Bertrorum Mill), one other when I kill the
Bandit Chief near the Inn of the 7th Ray. I repeated it
several times, it was always the same ! Does this mod have
special requirements (I run it on V1.21, German Version,
haven´t had any problems with other English mods so far !)
One other thing : you use Middle-Earth as a scenario, but I
haven´t found anything Tolkienesque so far !

Posted by Ocie1 ( ..xxx.xxx ) at 2002-09-26 13:55:00    
Hello Mr. Bungle,
To get that effect, I spawned them with a script command
ApplyEffectToObject() with the parameter
VFX_DUR_GHOSTLY_VISAGE and duration
DURATION_TYPE_PERMANENT. That gives them a permanent
effect identical to the spell Ghostly Visage.

Posted by Mr. Bungle ( ..xxx.xxx ) at 2002-09-25 17:40:00    
how do you make people that stay invisible and glow
blue? I only just looked at the picture above.

Posted by Ocie1 ( ..xxx.xxx ) at 2002-09-24 09:03:00    
The update was only to this page. The module is still
version 1-1.

The introductory movie Bik has been uploaded alone to
NWNVault for use by players planning on playing it on a
remote server... and for the curious.

It will be found in the Movies area of the Vault.

All comments welcome. I hope to be a better world builder!

Posted by Ocie1 ( ..xxx.xxx ) at 2002-09-24 06:34:00    
What's in the 11meg zip download?

There are 4 files:
1. an Introduction Movie Bik to be placed in /NWN/Movies
2. The Core Module file for the /NWN/Modules directory
3. A secondary Finale Module also for /NWN/Modules which
has the final battle and the ending.
4. A README.TXT

If anyone wants JUST the movie to see what it's like, I
can provide it.

Posted by Ocie1 ( ..xxx.xxx ) at 2002-09-23 18:10:00    
Addressing Solo possibilities... there is no henchman
available since that wasn't the intention of the module.
It's been tested with a 3rd level druid and a 4th level
barbarian and both seem to be able to get through most
parts fine.

Note: The Walker of the Plains spawns skeletons (rarely
after the first summons) but if you can't kill him before
he disappears too many times, you can have too many
skeletons. Usually not a problem in multiplayer but as a
solo, you might not be able to do enough damage. This
will be addressed in an update sometime but in the
meantime... when the Walker fades, RETREAT out of
his 'pit'. He won't spawn skeletons if he doesn't see
you. Kill all the skeletons from the previous fight,
regroup, and try it again if you feel good about it. The
Walker has an interesting item if you manage to defeat him.
Also, Save the game! This problem has the potential for
Crashes.

A Note on custom Items. Some items are just for selling
and others get turned into nifty useful weapons/items by
people. How do you tell? Most of the nifty ones have a
description and the sellable ones usually have
a 'valuable' or 'interest a merchant' in the description.
If nothing is in the description... if it has value... you
can probably sell it. The Unique items almost always are
at default value.

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