A forgotten evil has begun to stir from its long slumber! For years, the coastal community of Silverlake had enjoyed peace and prosperity, but recent weeks had been witness to hordes of goblin raiders streaming out from the Saltwood, laying waste to entire villages and slaughtering all who opposed them. But these were no ordinary humanoid marauders! No, it was obvious that there was a more sinister force behind these raids. You have placed your faith in the armed patrols from nearby Ironclaw Keep and thus have never entertained the fear that the reach of the goblin raiders could one day extend to your adoptive family's farmstead. But there is an odd chill to the air this morn, and your mind is not altogether focused on your daily chores. Suddenly, a shrill cry pierces the morning fog...
- - - - - - - - - - - - - - -
NOTE: A Forgotten Evil - Chapter Two is now available! You may find it here.
I'm probably not gonna get an answer as no one's posted here in ages BUT, I'm at the castle basement, and I've just defeated the orger in his secret room. I got everything from room, including two documentations. I tried to take these to the fort, but no option came up to give them it. I'm out of ideas on what to do next, help?
Rand Al'THor,
If I understand you correctly, you simply re-installed the afe1.hak AFTER you had upgraded to v1.69? Since there have been some other folks with this problem, I'm trying to figure out exactly why that stupid safe in Lord Xanthax's chamber is being buggy. Thanks for sticking with it, and I look forward to your vote! BTW, if you have enjoyed Chapter 1, be sure to check Chapter 2... _________________________
Ok not sure what I did but I redownloaded the hack n installed it, overrode it n reloaded the game n the room suddenly changed lol... Other words whatever I did looks like everythings the way it should be... Most important found safe n the key lmao... So far Mods looking really good... I'll wait on votin when I've finished mod _________________________ "Let the Dragon ride again on the winds of time. The Prophecies will be fulfilled. The Dragon is Reborn."
Ok I think I know whats goin on... There's no safe... I got a desk but no safe n I was reading an earlier post about the difference in versions n maybe thats my problem. I'm playin 1.69 _________________________ "Let the Dragon ride again on the winds of time. The Prophecies will be fulfilled. The Dragon is Reborn."
Ok I know my eyes cant be playing tricks on me but I could of sworn that when I got into Lord Xanthars desk I had the key to the catacombs but now I don't, it just disapeared n its not in his desk... Is this a bug or what. N I really don't feel like startin over from the beginnin. _________________________ "Let the Dragon ride again on the winds of time. The Prophecies will be fulfilled. The Dragon is Reborn."
AFE1 was written with NWN v1.62; I imagine all the changes made in the v1.69 update may cause some odd behavior. What version of NWN are you using? _________________________
Posted by Nimfree at 2008-09-20 02:45:47 Voted 8.75 on 09/05/08
I did that with the hak pack before I startet, and all the other stuff what I think is from the hak pack(as I haven't seen it before) does work. The movie doesn't work either, by the way.
Perhaps I try to download it again and replace it, perhaps it works then.
I'm glad you are enjoying Chapter One - I hope, once finished, you will try Chapter Two. I read your post and am a bit confused - the safe should be right next to Xanthax. You will need to open it to get the key to the catacombs, but that's a little hard if its invisible, right? It *should* be in plain view in Xanthax's chamber, put the safe is a custom placeable that is contained in the afe1.hak file. You must download the afe1hak.zip file, unzip it, and place it in your NWN/HAK directory. Hope that helps - drop me a line if it doesn't... _________________________
Posted by Nimfree at 2008-09-05 04:42:56 Voted 8.75 on 09/05/08
please help me with this, the module is awesome and I really want to play on!
Posted by Nimfree at 2008-09-05 04:27:42 Voted 8.75 on 09/05/08
I really enjoy to play this module.
But at the moment I have a problem. I have killed Xanthas and have got a key to a save. But this save is not there.
I have looked at it with the Tool and I can see in the left list that there should be two safes. But you can not see them. You can focus on them so I know where they should be, but I can not see them, and in the game there is nothing. Or is there any trick to make them visible?
If it is a bug, can I go in the Tool and replace the safes with normal chests and put the stuff from the safes into these?
Posted by SusanMcKinney at 2008-02-29 17:12:08 Voted 9.50 on 02/29/08
I really enjoyed this adventure and it's sequel. The storyline was quite fascinating. Are you going to do a third installment to finish the plot line? PLEASE! The castle ruins were quite extensive.
Posted by Viriatus at 2007-12-05 13:49:33 Voted 8.50 on 12/05/07
Huge areas and some faction issues, but quite good.
This game had problems when importing a new character for a 2-player game. The two characters were showing up in the same party. The new PC got the "get J's notes" quest, but the existing PC had already returned the notes to J. This resulted in the new PC being unable to complete the quest, and thus unable to interact with J any further. (We checked the temple pool. J's notes weren't there, either.)
Also, J was standing next to the castellan when the castellan mentioned fetching J so they could talk. "Uh, he's standing right next to you" was not a dialog option... :-\
Posted by PaulBlay at 2007-05-09 11:59:00 Voted 8.00 on 05/09/07
Ah, now I remember. I played this a while back but never finished after having some 'faction issues' arising from stealing from some place. Instead of just the guard+npc in the building going hostile when I snatched the gem from the desk a whole bunch of town people did. Unfortunately I made three saves before realising that I'd messed up so didn't have anything to go back to. To add insult to injury the trap on the door was impossible to disarm and insta-lethal every time so I didn't even get to see what was behind it. :-/
I'm fed up with adventures that start with your parents / family / town being attacked but I suppose I shouldn't mark down for that.
I havent played through the whole module yet..it is on hold for a moment as my game crashes alot in some of the bigger areas.
The story line is very good. I like how you start the story for a new level.
Just 1 question, is there anyone who can tell me how to get rid of the plot items (henchmen contracts) without losing my equipments. i am rather attached to my char (played it for 200+hours already and have alot of great items with him
Posted by ShadowySweetness at 2007-02-01 06:53:01 Voted 9.50 on 02/01/07
Again Thank you so much for a Great Series so far.. My Main Post is on Chptr 2 Page..
Only difference mainly for the 2 is the Companion..
Other than that had a tough time as a Rogue but still had a Great Time:)
Thank You so much for taking your OWN Personal Time to make these Mods for us.. As with out you Mod Builders... What are us NWN Fans to do??
Have a Great Day...
Shadow....
Posted by SpymasterGend at 2007-01-29 03:24:10 Voted 9.25 on 01/29/07
Forgot some faction issues: When I arrived in the flats, had a hostile deer and a hostile boar. When I returned to arty capn's wife, she was hostile. Kuo-toan slave was hostile. Not sure how, didn't use henchmen or area of effect scrolls until very late in mod. Resolved with console commands.
Posted by SpymasterGend at 2007-01-29 03:12:35 Voted 9.25 on 01/29/07
I enjoyed this mod very much. The combat was difficult early, but low level characters should expect difficulty in life. I started rogue and survived (a few reloads early), so I don't think you HAVE to play big strong fighter-type.
A few comments. Some areas were big and boring to navigate once cleared. On the other hand, those big long halls in the basement were helpful for a solo rogue doing run and shoot against gnoll sergeants. Enjoyed the developing conversation threads with many different NPCs as PC progresses through story.
Problems: only problem I ran into was that I talked to Nathand before completing my deal with Vilm and before hitting the treasury, and this pretty much ended Jorick's interaction with me--couldn't give him the necromicon, etc. Used the toolset to check the story the way it should have gone, etc., but a little bit of a bummer.
Suggestions: Due to map design, scripting, and AI, boss fights for X and V can be tactically very easy (if boring). Since they won't pursue through a secret door, and return to spawn waypoint, you can pop in, shoot a missile and leave. Wait and repeat until victim's potions and cure spells gone.
Battle trainer's limited damage means he can't break the gate that divides his room. If PC runs through it and closes it behind him, he can defeat battle trainer with missiles at no risk.
Reward from battle trainer class-dependent, but in an arbitrary way that might not be so good for multiclasses. For example, my rogue-fighter got fighter gear, as would a fighter-mage, because the "Appears when" line in the convo for fighter level>0 comes first. Maybe better to do starting class (i.e., default class) or provide straght choice--which also works for those chars with UMD.
Not enough wolves! And X's Captain's pet wolves don't drop pelts.
Thanks for all the work. Great fun.
Posted by Heaven's Agent at 2007-01-11 16:24:54 Voted 7.00 on 01/11/07
In general I enjoyed this (it kept my interest until it was finished at least), but two things really stuck out for me. They've already been mentioned; first the dungeon maps are huge and it takes forever to navigate them. Second, this is definitely not squishy friendly. If you can't equip full armor and carry a big weapon you're going to have problems. Even then, saving often and expecting to use all your buffs seems to be the key of surviving half the fights. In particular the bugbear heroes and kuo-toa do a good job of turning would-be heroes into has-beens.
Posted by Litepulsar at 2006-12-11 11:37:55 Voted 9.00 on 12/11/06
A very enjoyable mod, liked the story line, and enjoyed the amount of loot (which wasn't too much or too high). Some cons: some of the areas were a bit too large, I do enjoy exploring every nook and cranny as was rewarded as a result. Also, I could rob people in plain sight! (I was a fighter/rogue). Really looking forward to part 2.
Posted by ralebeau at 2006-11-27 17:08:52 Voted 8.75 on 11/27/06
Though a struggle for my ranger/clerc at times, not to mention the druid henchman, I wanted to get to the end of the story (part 1) which kept me involved through the reloads. I had a great time with Morgana, even though she seemed to side with the good more than her evil alignment indicated. Though I found some dialog a bit over the top drama wise for my tastes, the ongoing henchman interaction made up for all other dialog shortcomings. I was thinking about playing part 1 again with another henchman choice for some more of that dialog, but got brought up short at modules end. Thanks for all your hard work on these modules.
Posted by ericdoman at 2006-11-21 04:37:11 Voted 9.50 on 11/21/06
Well I started this over a year ago. So replayed it with a new charcter. Firstly it is a tough mod gold etc is very limited. Also when NPC levels up all eqpt disappears. If you intend to play hardcore I'd recommend half orc Barb (20 str at lvl1). Based on other comments the plot/story and history is good to VG. Areas are very large which is a pain BUT felt right. There are wandering patrols of monsters that are the same but what would you expect "realistic". Encounters with creatures in other areas feels right. You are in a large area and so there are territories. Themixture of creatures also felt right. I have given it a 9.5 to balance other scores out. Also having played many games I'd recommend this as a good starter mod and finally the second part is out also VG.
Posted by Jessolt ( 70.227.xxx.xxx ) at 2006-04-27 23:49:16
Entertaining, well written module. Some of the areas were a little busy for my taste but still overall a good module to play. (9)
I like it very much, very nicely done. I hope my modules, especially my first, will be as good. When can we expect the second module to be available? I see it was suppose to come out already, am anxious to continue with my character. Thanks again for the module, again it was great fun and looking for the continuation.
Posted by lebowski at 2005-10-28 16:10:41 Voted 6.00 on 10/28/05
The mod really feels old. There are some interesting ideas but they are not well implemented. Feels like a first try very basic mod, it's polished enough, but there's not much more than that. _________________________ The hottest new modules you can't miss - player suggested
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Posted by lebowski at 2005-10-28 16:08:53 Voted 6.00 on 10/28/05
Well I went forward in the mod but I got really bored especially by the awfully huge first castle area. Tooooo much.
Also the dialogue and the atmosphere got quite worse after the beginning and the encounters become just the same one photocopied again and again (2 orcs 3 kobold 1 goblin OR a couple of gnoll sergents).
The plot didn't felt anything original and it really was very linear.
The henchmen were nice, but when they get a new level their equipment is destroyed and re-created. A warning about that should be given in the readme.
Also the mod didn't felt very balanced, the shops are really expensive and the loot around is very poor. Finally it's not acceptable anymore to find lots and lots of barrels and crates in houses, shops, courts, palace that you can open wihtout anyone reacting to that.
(the rapist suspect sub-quest felt quite badly done, there wasn't even an alignment change for such an un-moral act).
There were some good ideas but they were not implemented very well. The mod feels too old. _________________________ The hottest new modules you can't miss - player suggested
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Posted by lebowski at 2005-10-28 08:24:20 Voted 6.00 on 10/28/05
OK, I started. The beginning is not remotely as bad as the poster here below says, so ignore him.
There is a good intro movie that sets the mood of the mod. Unfortuntely something better could have been done with an initial journal entry expalining why the character is in front of a well and why there is combat music going on. Of course the plyr will understand that later but it's a clear fault in the right mood setting.
The encounters aren't too difficult for a melee class, and probably a caster able to summon can do them easily enough too.
The problem is that the enemies practically don't leave loot and when you reach the boss of the first area you'll be a bit underpowered with an awful armor class. There is no better armor than studded leather and no shield at all, not even a small one.
SPOILERS
To win the fight I ignored the enemy, explored the house, got the large shield, and then came down the stairs and killed him. A bit of a cheating, and not satisfacotry, but better than reloading other 4 or 5 time hoping to be lucky. For a monk or a rogue that fight will probably be even more deadly. I suggest you to reduce the boss AC (he has 19 I think while you have mostly 15 if very dextrous and probably 13).
END SPOILERS
On the other end the corpes description in the starting area is very gruesome and scary. Perfect for portraiting war brutality.
SPOILERS
Later on I got to the keep and found out that the guard lost the key. This was a bad immersion breaker from the heavy tragedy you depicted in the first area. I agree that you can use irony here and there to lighten up the mod, but this felt too much like a stupid comedy like fetch quest. It's a shame because obviously you can do much better. I'll let you know while I continue.
END SPOILERS
I noticed that in the first are there is a lot of fog of war (smoke? It doesn't have the same feel) but luckily in the keep got seriously reduced, same is true for lighting at night, pitch black in the first area more reasonable later on. _________________________ The hottest new modules you can't miss - player suggested
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Posted by lebowski at 2005-10-28 08:10:01 Voted 6.00 on 10/28/05
OK, I started. The beginning is not remotely as bad as the poster here below says, so ignore him.
There is a good intro movie that sets the mood of the mod. Unfortuntely something better could have been done with an initial journal entry expalining why the character is in front of a well and why there is combat music going on. Of course the plyr will understand that later but it's a clear fault in the right mood setting.
The encounters aren't too difficult for a melee class, and probably a caster able to summon can do them easily enough too.
The problem is that the enemies practically don't leave loot and when you reach the boss of the first area you'll be a bit underpowered with an awful armor class. There is no better armor than studded leather and no shield at all, not even a small one.
SPOILERS
To win the fight I ignored the enemy, explored the house, got the large shield, and then came down the stairs and killed him. A bit of a cheating, and not satisfacotry, but better than reloading other 4 or 5 time hoping to be lucky. For a monk or a rogue that fight will probably be even more deadly. I suggest you to reduce the boss AC (he has 19 I think while you have mostly 15 if very dextrous and probably 13).
END SPOILERS
On the other end the corpes description in the starting area is very gruesome and scary. Perfect for portraiting war brutality.
SPOILERS
Later on I got to the keep and found out that the guard lost the key. This was a bad immersion breaker from the heavy tragedy you depicted in the first area. I agree that you can use irony here and there to lighten up the mod, but this felt too much like a stupid comedy like fetch quest. It's a shame because obviously you can do much better. I'll let you know while I continue.
END SPOILERS
I noticed that in the first are there is a lot of fog of war (smoke? It doesn't have the same feel) but luckily in the keep got seriously reduced, same is true for lighting at night, pitch black in the first area more reasonable later on. _________________________ The hottest new modules you can't miss - player suggested
Contributor to Overlooked Module Reports
An interview with me about NWN mods
Posted by lebowski at 2005-10-27 10:12:22 Voted 6.00 on 10/28/05
Just to balance the previous comment I'm gonna give this a try in the next few days. _________________________ The hottest new modules you can't miss - player suggested
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Posted by Swampthing ( 220.235.xxx.xxx ) at 2005-10-13 23:20:40
Well, I am sure this is a very good module.
Unfortunately, the beginning so TOTALLY SHITE that I am not even going to bother with it.
Tell me, how does the typical first level character deal with a bunch of goblins who can kill them in two hits? ALONE!
I am sick these modules which SAY that it is ideal for level one, and then through a bunch of mobs at you that you cannot beat without endless respawning.
In summary: shite and discouraging, I have no desire to play further.