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NWN MODULES

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Title  A Forgotten Evil - Chapter One
Author  SirOtus
Submitted / Updated  04-19-2004 / 01-17-2007
Category  Dungeon Adventure
Expansions  NWN-1.62
Setting  Forgotten Realms (Impiltur)
Gameplay Length  10-12
Number Players  Single Player
Language  English
Level Range  Beginner (LVL 1)
Races  All
Classes  All
Scope  Part of Series
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  Mature
Alignments  All
Gameplay Hours  11
Description
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.

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2004-09-15Anon5.5Good story, setting and dialogue.Boring at times, tough combat.

Files

NameTypeSizeDownloads
Sir_Otus1082393457334afe1.exeSir_Otus1082393457334afe1.exe
Submitted: 04-19-2004 / Last Updated: 04-19-2004
exe17.5Mb3076
ORIGINAL self-extracting file, including readme, module, hak, and movie files...
afe1hak.zipafe1hak.zip
Submitted: 04-19-2004 / Last Updated: 10-10-2005
zip11.7Mb1993
UPDATED hak file
afe1movie.zipafe1movie.zip
Submitted: 04-19-2004 / Last Updated: 10-10-2005
zip6Mb1283
Starting movie (NOT REQUIRED)
afe1mod.zipafe1mod.zip
Submitted: 04-19-2004 / Last Updated: 10-10-2005
zip5.8Mb1800
UPDATED module file
README_afe1.txtREADME_afe1.txt
Submitted: 04-19-2004 / Last Updated: 10-10-2005
txt14.1Kb1587
UPDATED readme file (including hints and walk-through)
SCORE OUT OF 10
8.6
16 votes
View Stats
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Comments (30):

1 2 3

Posted by SusanMcKinney at on02/29/08
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 on12/05/07
Huge areas and some faction issues, but quite good.

Posted by axegrrl at 2007-09-0921:26:28    
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 on05/09/07
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.

Posted by Cloud8521 at 2007-02-0807:40:33    
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 on02/01/07
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 on01/29/07
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 on01/29/07
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 at on01/11/07
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 on12/11/06
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.

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