All classes work. There are some things that won't work with pets, though, so pure casters may have trouble.
Scope
Large
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
01
Max # Players
01
Min # Players
01
Min Character Level
01
Content Rating
Teen
Alignments
All alignments but Lawful Good will have to bend their beliefs to follow the plot. Recommend chaotic.
Description
Whether or not you were guilty of the crimes you were jailed for is irrelevant. What matters is that now you're free...but with a catch. In exchange for your freedom, you're working for the most notorious assassins guild in the Realms: The Black Veils. As your missions become more complex, you notice something strangely familiar about your victims. Perhaps there's more to this guild than meets the eye? This module was built many months ago and is about 99.9% complete. It's been through extensive beta testing and most bugs have been fixed. However, the ending conversation and some problems with pets have NOT been complete. I'm no longer playing NWN and am not going to finish the last bits of this mod but decided to post it anyway. If anyone want's to add an ending conversation, go ahead. The module should be perfectly playable and complete all the way up to the finale.
This mod was OK (for a couple of hours). Then I hit the plot terminating wall (unless I am mistaken ). In doing the Crimson Blades mission, there is a locked door that lead to the 3rd floor of the guild house. One assumes the key is avaialble somehow, somewhere. Guild lieutneant Gargor(sp?) sends you out to steal a couple of things. No problem. You bring them back to Gargor and one result is that she accuses you of being a spy. You are given the options to try to deflect her suspicions or simply attack her. I attacked her and killed her and eventually killed the entirely of the guild. Nowhere did I find a key to get to the third floor. When I search using the toolset, I get no hits. I assume people have played this mod beyond this point (it's only the second mission after all). I can see they got through the door because the script in talking to Gargor gives the PC the key. But in killing Gargor, you can't get the key, so you can't complete the mission. When I ask Cashi if she has any more messages for me, I get a no, even after waiting a while, I assume because I haven't finished the current mission. If this is so, then the designer has made the grossest of design erors: he has explicitly put in a PC option (attacking Gargor) that disables the plot, and for that he deserves very low marks indeed. If each task is not in fact essential to continue the plot, then there should be journal entries to that effect because I don't want to waste my time wandering around the city looking for "adventure".
Posted by Mark55 at on02/22/05
Generally good, but of course the end is a problem.
Posted by Grunt_the_Vegetarian at on03/17/04
You could make the goblins monks Kevin, stealing fish is really evil! ;)"As the edge of midnight falls the warrior stands alone - visions of the fighting past a 1000 tales untold." _________________________ "As the edge of midnight falls, the warrior stands alone. Visions of the fighting past - a thousand tales untold."
Posted by Grunt_the_Vegetarian at on03/17/04
Helpless Noob, did you use search (or be elf)? I guess there was some hidden mechanism, but it's been a long while. "As the edge of midnight falls the warrior stands alone - visions of the fighting past a 1000 tales untold." _________________________ "As the edge of midnight falls, the warrior stands alone. Visions of the fighting past - a thousand tales untold."
Posted by Helpless at 2005-01-0800:11:00
This is a great module, but if anyone's reading, I've run into a problem I can't get around. *spoiler* In the assassination quest where you have to get into the prison and use the diseased rats, I did that annoying little task for the temple of Sune, but upon my return, the preistess tells me off for being an accused murderer, so I can't join and can't figure out how else to get into the jail. Killing the butcher or the priestess doesn't give me any costume I can wear, and killing the door gaurd doesn't give me a key. Even that holy symobl of sune I plundered from the crypt doesn't seem to do anything. If anyone can help me out, I'd appreciate it.
Posted by AeroBLASTER at 2004-10-2320:07:00
I'm still playing through this module, and I like it so far, but I have some constructive criticism. -Stick to your strengths! Your dialogue and characterization are wonderful, but so far there just hasn't been enough of it. The mission delivery system is cool, but it just gets so rote after the first couple of times. Where are the clandestine meetings? Everything is so impersonal and repetitive. I realize the story progresses and there are such meetings later, but the fact is, you have to grab your audience early and hard, and the way to do that is to connect them with your module. One of the best ways to connect them with your module is putting in lots of good characterization. -Where's the government? One of the things I most wanted to see after your escape from prison was that you were actually in hiding, a fugitive, that your freedom was actually precarious, and that perhaps in exchange completing your missions the Black Veils would clear your name. There's no sense of urgency, and not much sense that your downright nasty actions can have consequences with the law. This was also a missed opportunity to put in an engaging enemy who just makes life miserable for you by popping up at all of the worst moments--the stereotypical Tommy Lee Jones detective to your Harrison Ford fugitive, perhaps. You get the idea. -More STORY! Again with the "Grabbing me early and hard" thing. The missions are pretty interesting in their own right, but they'd be much more interesting if I could see some purpose and/or connection behind it all. If the actual plot had to come later, don't make it so *much* later. Kick it in immediately after the second mission. And again, characterization is crucial for getting players through these early parts of the module and grabbing their attention, getting them to stick with it. --- All of that said, I like this module a lot. It's just frustrating because I can see areas where it could have been so much better. Your areas are well designed, your combat is challenging, your dialogue is fantastic. The dungeons are nicely built (though 7 levels is three too many, I have to say). The mission-based experience system is great because it allows players to skip combat if they so desire; however, as a small quibble, it (coupled with the vast amounts of money you harvest throughout the missions) made character advancement feel sort of empty and rigid. And, of course, I wouldn't even notice this complaint if the aforementioned areas had picked up the slack and truly captured my interest. All of that said, I'm still playing, because I think the good stuff is yet to come, and this is one of the best modules I've played in a long while. So kudos for that.
Posted by KevinH at 2004-06-2913:00:00
Sorry you're having trouble. Remember that this module was made long before SoU, HotU, and only one patch had been released at the time. I'm sure something's been broken in all the updates. In order to get the thing working perfectly and fix some of the lingering bugs, I'd have to rebuild most of the module from scratch and I'm not interested in doing that :) Here's how the decoding system is supposed to work: Take your mission statement and put it IN the desk in your room (it's a container). Stand near the desk and USE the bottle of Black Veil Ale. If it's the right ale, you should get a targeting cursor instead of drinking it. Target the desk and you should see a puff of smoke on the desk. Remove the mission and it will be readable with the mission specifics (which vary, depending on your alignment). - Kevin
Posted by KevinH at 2004-06-2913:00:00
Sorry you're having trouble. Remember that this module was made long before SoU, HotU, and only one patch had been released at the time. I'm sure something's been broken in all the updates. In order to get the thing working perfectly and fix some of the lingering bugs, I'd have to rebuild most of the module from scratch and I'm not interested in doing that :) Here's how the decoding system is supposed to work: Take your mission statement and put it IN the desk in your room (it's a container). Stand near the desk and USE the bottle of Black Veil Ale. If it's the right ale, you should get a targeting cursor instead of drinking it. Target the desk and you should see a puff of smoke on the desk. Remove the mission and it will be readable with the mission specifics (which vary, depending on your alignment). - Kevin
Posted by slickhop at 2004-06-2219:43:00
heya -- like the game so far, but i'm stuck pretty early on with the mechanics. the ink and paper: how exactly do you make the mission appear? here's what i've tried: 1) putting the paper on desk, clicking on the ale's use item and then 'using' it on the paper, 2) doing the same thing while the ale is a quickslot item, 3) 'using' the ale on myself 4) 'using' the ale you can purchase as well as the ale she gives you in the above ways. is this a new patch bug? if so, is it fixable? i don't have either expansions (which probably doesn't matter, right?) thanks for your time
Posted by Elvewyn at 2004-04-1110:04:00
I need the password for the 7th floor so i con kill some one but the demon wont tell me it any more. Bye the way its in the tower that you need the tattoo to enter.