Camshire, city of ancient soul and murderous heart. A metropolis shackled in the grip of wrought-iron tyranny. Within its groaning walls and weeping alleys lies a hurtful thing. The taunting whisper of promise. A sketchy portait of hope. And who will voice that whisper, whose portrait will grace that deliverer's canvas? You? Will you flounder in your humble origins, scraping like a listless knife through the urban gloom? Or will you make a thrall of change, thrusting your reprisal down the throats of the oppressors? Dare you brave the Threat of Dreams? (Note: A HotU version of this module can be found here: http://nwvault.ign.com/Files/modules/data/1074914495453.shtml)
Posted by Steve_Savicki at 2012-04-22 05:31:03 Voted 9.50 on 04/22/12
-.5: item stipping- twice _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Sketch_Everlost at 2010-07-01 09:10:30 Voted 9.50 on 07/01/10
This mod charms without the use of high levels of modification and custom content. The dialogue is good and everything seems to drive the character forward instead of dragging them along. Keeps things simple yet engaging. Really enjoyed it.
Posted by doom13 at 2006-01-05 07:47:15 Voted 9.25 on 01/05/06
An excellent, short mod that features some of the best use of cinematic-type cut scenes in any NWN adventure that I have played. This mod definietley has a console RPG-type of feel to it, and I do not mean that in a bad way. Intriguing plot with a fascinating villain who really breathes fresh life into an overlooked old school PnP creature (one that I had almost completely forgotten aobut, too!). Storyline is tight and linear and brings you the PC to a cliffhanger ending. Kudos to GhostFactory on a great series!
Posted by SirHacksmore ( 67.160.xxx.xxx ) at 2005-12-23 12:51:48
Fun little module. Not much to it, but no major bugs or spoilers. Good wayy to get back into NWN after a long break.
Posted by nees ( 69.237.xxx.xxx ) at 2005-08-30 03:46:41
Great mod. I've been really tired of people only making mods that cater to fighter classes. It's difficult to play a rogue in most games because the class is usually left in the cold. Great story, great npc's, great maps. I'm playing #2 right now and really hope you keep going with the series. Thanks for a great mod.
Posted by thudson at 2004-02-28 20:46:23 Voted 9.00 on 02/28/04
Glad you liked the mod. I will definitely do something about those locks to make them more of a challenge to pick.
As for the shortness of the mod, I do plan on the sequel being at least twice the length. This one is more a toe in the water... as the series progresses, the scope will increase quite dramatically.
Thanks,
Ghost
Posted by GhostNWN at 2004-02-05 06:33:00 Voted 9.00 on 02/28/04
Just finished the module. It was kinda on the short side but the ambient was nice. Only 2 things that I would consider abnormal:
Relationship instead of Relationshi....i think that phrase came some time near the end.
Mind getting the lockpick DCs a bit higher? I could open almost any door with lv1. except the ones in the noble garden which required 30 (i could have bought picks though)
SOme doors which are pickable end into nothing.
Minor Spoiler:
If you kill the cook, you get shifted 5 points towards evil even if he attack you first.
All in all, it was a short but nice module. I would encourage you making the sequel at least double the play time as short modules do have a disadvantage compared to larger ones.
Okay. I tried playing this with a HotU install and also experienced repeated crashes. Then I did a build of the mod in the HotU toolset, and I'm happy to report I played through the entire module twice with no crashes.
I'll upload the HotU version to the Vault and post a link to it once it appears in the archives.
Thanks for pointing out this issue.
Ghost
Posted by Anonymous ( ..xxx.xxx ) at 2004-01-23 16:21:00
I've experienced some of the crashes, although I've not been able to link them to a specific event. They happen anywhere between talking with the sobbing woman about her "child" and returning it to her. I'll run a game with DebugMode on a few times to see if there's a common element at work.
All crashes not only close my game, they crash my system. I'm running HotU version 1.61.8042 on a system with AMD 950mhz processor, 512MB Crucial memory, and a NVIDIA GeForce Ti 4200 video adapter. The OS is Windows 2000, with the latest updates/patches. I haven't had this kind of problem with other unofficial mods.
You're the second person so far that's reported crashes. I'm looking into it now. Would you (and anyone who's having this problem) kindly let me know some detail about the crashes, such as what version NWN you're running, as well as at what point in the module it crashes?
Thanks in advance...
Ghost
Posted by alan le cowboy ( ..xxx.xxx ) at 2004-01-22 09:46:00
first of all, i'm pleasantly surprised by the overall good look of the mod, the quality of dialogues and by the history which seems intersting...
but i stopped playing because it seems that this mod totally bug my NWN game (HotU 1.61) and forced be to end it abruptly
am I the only one the have this kind of problem ?
Posted by Balgin Stondraeg ( ..xxx.xxx ) at 2004-01-20 19:50:00
Yeah I confused myself as well. I haven't started testing this one yet but fully intend to after some other commitments have been dealt with :).
Sure, I'd be happy to put up a HotU version. I'll try and get one uploaded by this weekend. I'll also try and fix any misc reported bugs before that upload. Thanks for the interest.
Incidentally, the sequel will definitely be HotU compliant - too many goodies in that expansion to pass up!
Balgin: Ya threw me for a loop for a minute there. ;-)
Ghost
Posted by Anonymous ( ..xxx.xxx ) at 2004-01-20 17:07:00
Will a HotU version be available? I like what I've seen so far: good atmosphere, intelligent writing, and a sense of an overall depth of story that is refreshing. Very promising.
But with HotU installed the game crashes my machine every 5-10 minutes. I'm not opposed to uninstalling HotU to play this one - I'm just hoping that I won't have to if I wait a bit for another update. Thanks.
Posted by Balgin Stondraeg ( ..xxx.xxx ) at 2004-01-20 15:21:00
Okay, strike that too, the first comment is for Treachery's Reward and the second one is for Cairn Dell 1. Why did I post here?
Posted by Balgin Stondraeg ( ..xxx.xxx ) at 2004-01-20 15:19:00
Oops, ignore the previous comment, it was meant for another module and I erroneously posted here.
Mostly good stuff, the armour designs often used the ugly glossy colours as main colours but apart form that pretty much okay. Impossible to play single player as a GM wa required to move me from the starting area. I might just unlock that door in the toolset so I can play....
Posted by Balgin Stondraeg ( ..xxx.xxx ) at 2004-01-20 15:17:00
Okay I've tried to play this and probably will again but I found it to be too "awkward & buggy".
First off I met two peasants who blatantly tried to rob me. The conversation indicated that I could either start a fight with them or give them all my "gold and gems". Opting to fight lead to the conversation ending and them remaining friendly. When I tried to attack them I got the "Unable to attack them due to the pvp settings" message. When I offered them all my money they took none.
Secondly a lot of the doors in town simply didn't go anywhere. Lot's of shops with map notes over the doors but no working transitions. I could only open and close the doors. Of course I could enter some buildings but most didn't seem to work as advertised.
Maybe I just downloaded a buggy version but I had fun with what was there.
Posted by Anonymous ( ..xxx.xxx ) at 2004-01-20 11:46:00
Just so people know this has been crashing frequently with me. I do have hordes installed though. It's a pity since it looks interesting.
Posted by RedR at 2004-01-19 18:30:00 Voted 10.00 on 02/28/04
Well done GhostFactory and congrats!!
I played through the module and loved it. Thought the story, method of player interaction was outstanding! I do hope we'll see more modules of these types, its exactly what the community needs.
Thanks again,
RedR-----------------------------------------------------
Neverwinter Connections - A great place to find good
quality players and DM's for NWN. Link
also try the IRC at
irc.neverwinterconnections.com
channel:
#nwconnections
Posted by RedR at 2004-01-19 18:30:00 Voted 10.00 on 02/28/04
Well done GhostFactory and congrats!!
I played through the module and loved it. Thought the story, method of player interaction was outstanding! I do hope we'll see more modules of these types, its exactly what the community needs.
Thanks again,
RedR-----------------------------------------------------
Neverwinter Connections - A great place to find good
quality players and DM's for NWN. Link
also try the IRC at
irc.neverwinterconnections.com
channel:
#nwconnections
Thanks for the feedback. All very good points, sorry if my oversights caused you any frustration. Soonest chance I get, I will incorporate all the suggestions for improvement into a new revision.
As for subquests, they are very sparse, intentionally so. I wanted there to be a feeling of urgency to the story, which subplots tend to detract from. There are a couple, though. If you want to e-mail me at [email protected] I can tell you where to find them.
The second part in the series ('Hour of the Tongue') will be much more free-form, with many subquests, more action, and more opportunity to garner some XP.
Thanks for playing!
Ghost
Posted by thudson at 2004-01-19 16:49:00 Voted 9.00 on 02/28/04
Very nice! I liked the city design, the atmosphere - dark without being annoying, characterization, the main plot twist, some of the attention to detail in descriptions. Good cut scene. Hope my first (some day, fingers crossed) turns out so good.
Bugs, questions, and spoilers follow.
* At least two map notes that you forgot to provide text for (NW canal district & the final mansion)
* Several doors that don't have transitions that might better have a 'nothing interesting there' message - e.g. at the Mandrake.
* I was annoyed at times at the number of plot doors, especially a couple that ought to have been openable, but more annoying was the non-plot gate to a mansion in the exclusive district - I burned thieves' tools to get in (looking for more sidequests or for loot), only to find that the 'unlocked' inner doors didn't have transitions.
* Some of those subquests are hard to find! I thought I was being exhaustive and didn't even break 2kxp.
* PC gender frequently assumed to be male.
* Scripting on AI tends to get interrupted and not restart. This is a minor detail most places (after I talk to a party guest once they just stand in place for the rest of the night), but a killer when dealing with the forger. My contact ran into a noble in the street, apparently aborted his script, and just stood there. I had to reload from a save.
* Speaking of the forger, I can ask the shopkeeper to arrange for the forger to come multiple times. I was also able to talk to him at a time when I don't think I knew the password (had talked to LL but not to the shopkeeper's neighbor, and I don't remember her giving me the password)
* Lots of object descriptions ignored or not set. The harpist at the party looks like a cloud of butterflies. Having an appropriate description on the "human remains" would add to the feeling.
* One non-plot door that should be: I snuck past the guards and into my old home. This jumped me to the ending, although Kross didn't show up. Again I reloaded to get back on track.
Well worth playing through. Great urban atmosphere. Now I just want to know what sidequests I missed! Maybe I'll open it up in the toolset...
Thanks for the kind words. With this being my first attempt at a module, I had no idea how it would be received. I'll do my best to get that tentative 7 rating up to at least a 7.5!
***SPOILERS***
Yeah, the option to decline the Warden's offer was added almost as an afterthought, as the true intent of the story is for you to accept the offer. I may just consider having you rot in jail and ending the story if you decline.
And as for the lever, you're right, it shouldn't be there, it was placed there to help shorcut the story for playtesting purposes. Oops!
Thanks again for giving the mod a try.
Ghost
Posted by Dok.freud ( ..xxx.xxx ) at 2004-01-19 10:36:00
Downloaded your module today and after playing it for an hour found it fairly well done. I've stopped playing since there's really a lot of potential but It requires a lot of polishing, there are a few flaws and quite a few bugs. If I had to vote now I'd give you 7 but it truly deserves more: excellent writing, good scripting, rp at its best. I'll definitely give it a second shot tomorrow if I find the time. Here's my personal experience so far:
****Spoiler*****
I didn't run into any trouble after accepting the warden's offer, stabbed a sailor in his home, went to the Tavern and chatted a bit, but I chose to restart out of curiosity.
When I declined the Warden's offer and escaped with my fellow prisoner, Umberto, at the Inn, still believed I worked for the Warden. Other than that everything looked fine. Loved the masks. But I didn't like my character...
So I restarted a third time and also declined the warden's offer. After I was sent back to my cell, I noticed a lever on the floor I didn't spot before. I pulled it and was teleported to Strotham Yard where someone gave me his deepest apologies for an unknown reason. When I left him, I got teleported back home and after some conversation with a desperate man standing in my living room came the epilogue and thus the module ended... Perhaps that lever shouldn't be there ;-)
So that's it so far ! Please do try to fix everything; it still needs testing but it sure has potential! Best of luck.
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